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osu-lazer/osu.Game.Rulesets.Taiko/Objects/Drawables/Pieces/CirclePiece.cs
2017-05-24 15:22:46 +09:00

167 lines
5.6 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Game.Graphics.Backgrounds;
using OpenTK.Graphics;
using osu.Game.Beatmaps.ControlPoints;
using osu.Framework.Audio.Track;
namespace osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces
{
/// <summary>
/// A circle piece which is used uniformly through osu!taiko to visualise hitobjects.
/// <para>
/// Note that this can actually be non-circle if the width is changed. See <see cref="ElongatedCirclePiece"/>
/// for a usage example.
/// </para>
/// </summary>
public class CirclePiece : TaikoPiece
{
public const float SYMBOL_SIZE = TaikoHitObject.DEFAULT_CIRCLE_DIAMETER * 0.45f;
public const float SYMBOL_BORDER = 8;
public const float SYMBOL_INNER_SIZE = SYMBOL_SIZE - 2 * SYMBOL_BORDER;
/// <summary>
/// The colour of the inner circle and outer glows.
/// </summary>
public override Color4 AccentColour
{
get { return base.AccentColour; }
set
{
base.AccentColour = value;
background.Colour = AccentColour;
resetEdgeEffects();
}
}
/// <summary>
/// Whether Kiai mode effects are enabled for this circle piece.
/// </summary>
public override bool KiaiMode
{
get { return base.KiaiMode; }
set
{
base.KiaiMode = value;
resetEdgeEffects();
}
}
protected override Container<Drawable> Content => content;
private readonly Container content;
private readonly Container background;
public Box FlashBox;
public CirclePiece(bool isStrong = false)
{
AddInternal(new Drawable[]
{
background = new CircularContainer
{
Name = "Background",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Masking = true,
Children = new Drawable[]
{
new Box
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
},
new Triangles
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
ColourLight = Color4.White,
ColourDark = Color4.White.Darken(0.1f)
}
}
},
new CircularContainer
{
Name = "Ring",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
BorderThickness = 8,
BorderColour = Color4.White,
Masking = true,
Children = new[]
{
FlashBox = new Box
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = Color4.White,
BlendingMode = BlendingMode.Additive,
Alpha = 0,
AlwaysPresent = true
}
}
},
content = new Container
{
RelativeSizeAxes = Axes.Both,
Name = "Content",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
}
});
if (isStrong)
{
Size *= TaikoHitObject.STRONG_CIRCLE_DIAMETER_SCALE;
//default for symbols etc.
Content.Scale *= TaikoHitObject.STRONG_CIRCLE_DIAMETER_SCALE;
}
}
protected override void Update()
{
base.Update();
//we want to allow for width of content to remain mapped to the area inside us, regardless of the scale applied above.
Content.Width = 1 / Content.Scale.X;
}
private void resetEdgeEffects()
{
background.EdgeEffect = new EdgeEffect
{
Type = EdgeEffectType.Glow,
Colour = AccentColour,
Radius = KiaiMode ? 40 : 8
};
}
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
{
if (!effectPoint.KiaiMode)
return;
if (beatIndex % (int)timingPoint.TimeSignature != 0)
return;
background.FadeEdgeEffectTo(KiaiFlashColour);
using (BeginDelayedSequence(200))
background.FadeEdgeEffectTo(AccentColour, 500, EasingTypes.OutQuint);
}
}
}