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osu-lazer/osu.Game.Rulesets.Mania/Skinning/Legacy/LegacyBodyPiece.cs

264 lines
9.8 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Animations;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Framework.Testing;
using osu.Game.Rulesets.Mania.Objects.Drawables;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Skinning;
using osuTK;
namespace osu.Game.Rulesets.Mania.Skinning.Legacy
{
public partial class LegacyBodyPiece : LegacyManiaColumnElement
{
private DrawableHoldNote holdNote = null!;
private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
private readonly IBindable<bool> isHitting = new Bindable<bool>();
/// <summary>
/// Stores the start time of the fade animation that plays when any of the nested
/// hitobjects of the hold note are missed.
/// </summary>
private readonly Bindable<double?> missFadeTime = new Bindable<double?>();
private Drawable? bodySprite;
private Drawable? lightContainer;
private Drawable? light;
private LegacyNoteBodyStyle? bodyStyle;
public LegacyBodyPiece()
{
RelativeSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader]
private void load(ISkinSource skin, IScrollingInfo scrollingInfo, DrawableHitObject drawableObject)
{
holdNote = (DrawableHoldNote)drawableObject;
string imageName = GetColumnSkinConfig<string>(skin, LegacyManiaSkinConfigurationLookups.HoldNoteBodyImage)?.Value
?? $"mania-note{FallbackColumnIndex}L";
string lightImage = GetColumnSkinConfig<string>(skin, LegacyManiaSkinConfigurationLookups.HoldNoteLightImage)?.Value
?? "lightingL";
float lightScale = GetColumnSkinConfig<float>(skin, LegacyManiaSkinConfigurationLookups.HoldNoteLightScale)?.Value
?? 1;
// Create a temporary animation to retrieve the number of frames, in an effort to calculate the intended frame length.
// This animation is discarded and re-queried with the appropriate frame length afterwards.
var tmp = skin.GetAnimation(lightImage, true, false);
double frameLength = 0;
if (tmp is IFramedAnimation tmpAnimation && tmpAnimation.FrameCount > 0)
frameLength = Math.Max(1000 / 60.0, 170.0 / tmpAnimation.FrameCount);
light = skin.GetAnimation(lightImage, true, true, frameLength: frameLength).With(d =>
{
if (d == null)
return;
d.Origin = Anchor.Centre;
d.Blending = BlendingParameters.Additive;
d.Scale = new Vector2(lightScale);
});
if (light != null)
{
lightContainer = new HitTargetInsetContainer
{
Alpha = 0,
Child = light
};
}
bodyStyle = skin.GetConfig<ManiaSkinConfigurationLookup, LegacyNoteBodyStyle>(new ManiaSkinConfigurationLookup(LegacyManiaSkinConfigurationLookups.NoteBodyStyle))?.Value;
var wrapMode = bodyStyle == LegacyNoteBodyStyle.Stretch ? WrapMode.ClampToEdge : WrapMode.Repeat;
direction.BindTo(scrollingInfo.Direction);
isHitting.BindTo(holdNote.IsHitting);
bodySprite = skin.GetAnimation(imageName, wrapMode, wrapMode, true, true, frameLength: 30).With(d =>
{
if (d == null)
return;
if (d is TextureAnimation animation)
animation.IsPlaying = false;
d.Anchor = Anchor.TopCentre;
d.RelativeSizeAxes = Axes.Both;
d.Size = Vector2.One;
// Todo: Wrap?
});
if (bodySprite != null)
InternalChild = bodySprite;
}
protected override void LoadComplete()
{
base.LoadComplete();
direction.BindValueChanged(onDirectionChanged, true);
isHitting.BindValueChanged(onIsHittingChanged, true);
missFadeTime.BindValueChanged(onMissFadeTimeChanged, true);
holdNote.ApplyCustomUpdateState += applyCustomUpdateState;
applyCustomUpdateState(holdNote, holdNote.State.Value);
}
private void applyCustomUpdateState(DrawableHitObject hitObject, ArmedState state)
{
switch (hitObject)
{
// Ensure that the hold note is also faded out when the head/tail/body is missed.
// Importantly, we filter out unrelated objects like DrawableNotePerfectBonus.
case DrawableHoldNoteTail:
case DrawableHoldNoteHead:
case DrawableHoldNoteBody:
if (state == ArmedState.Miss)
missFadeTime.Value ??= hitObject.HitStateUpdateTime;
break;
}
}
private void onIsHittingChanged(ValueChangedEvent<bool> isHitting)
{
if (bodySprite is TextureAnimation bodyAnimation)
{
bodyAnimation.GotoFrame(0);
bodyAnimation.IsPlaying = isHitting.NewValue;
}
if (lightContainer == null)
return;
if (isHitting.NewValue)
{
// Clear the fade out and, more importantly, the removal.
lightContainer.ClearTransforms();
// Only add the container if the removal has taken place.
if (lightContainer.Parent == null)
Column.TopLevelContainer.Add(lightContainer);
// The light must be seeked only after being loaded, otherwise a nullref occurs (https://github.com/ppy/osu-framework/issues/3847).
if (light is TextureAnimation lightAnimation)
lightAnimation.GotoFrame(0);
lightContainer.FadeIn(80);
}
else
{
lightContainer.FadeOut(120)
.OnComplete(d => Column.TopLevelContainer.Remove(d, false));
}
}
private void onDirectionChanged(ValueChangedEvent<ScrollingDirection> direction)
{
if (direction.NewValue == ScrollingDirection.Up)
{
if (bodySprite != null)
{
bodySprite.Origin = Anchor.TopCentre;
bodySprite.Anchor = Anchor.BottomCentre; // needs to be flipped due to scale flip in Update.
}
if (light != null)
light.Anchor = Anchor.TopCentre;
}
else
{
if (bodySprite != null)
{
bodySprite.Origin = Anchor.TopCentre;
bodySprite.Anchor = Anchor.TopCentre;
}
if (light != null)
light.Anchor = Anchor.BottomCentre;
}
}
private void onMissFadeTimeChanged(ValueChangedEvent<double?> missFadeTimeChange)
{
if (missFadeTimeChange.NewValue == null)
return;
// this update could come from any nested object of the hold note (or even from an input).
// make sure the transforms are consistent across all affected parts.
using (BeginAbsoluteSequence(missFadeTimeChange.NewValue.Value))
{
// colour and duration matches stable
// transforms not applied to entire hold note in order to not affect hit lighting
const double fade_duration = 60;
holdNote.Head.FadeColour(Colour4.DarkGray, fade_duration);
holdNote.Tail.FadeColour(Colour4.DarkGray, fade_duration);
bodySprite?.FadeColour(Colour4.DarkGray, fade_duration);
}
}
protected override void Update()
{
base.Update();
if (holdNote.Body.HasHoldBreak)
missFadeTime.Value = holdNote.Body.Result.TimeAbsolute;
int scaleDirection = (direction.Value == ScrollingDirection.Down ? 1 : -1);
// here we go...
switch (bodyStyle)
{
case LegacyNoteBodyStyle.Stretch:
// this is how lazer works by default. nothing required.
if (bodySprite != null)
bodySprite.Scale = new Vector2(1, scaleDirection);
break;
default:
// this is where things get fucked up.
// honestly there's three modes to handle here but they seem really pointless?
// let's wait to see if anyone actually uses them in skins.
if (bodySprite != null)
{
var sprite = bodySprite as Sprite ?? bodySprite.ChildrenOfType<Sprite>().Single();
bodySprite.FillMode = FillMode.Stretch;
// i dunno this looks about right??
bodySprite.Scale = new Vector2(1, scaleDirection * 32800 / sprite.DrawHeight);
}
break;
}
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (holdNote.IsNotNull())
holdNote.ApplyCustomUpdateState -= applyCustomUpdateState;
lightContainer?.Expire();
}
}
}