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58 lines
1.7 KiB
C#
58 lines
1.7 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics.Containers;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Taiko.Skinning
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{
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public class TaikoLegacyPlayfieldBackgroundRight : BeatSyncedContainer
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{
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private Sprite kiai;
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private bool kiaiDisplayed;
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[BackgroundDependencyLoader]
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private void load(ISkinSource skin)
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{
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RelativeSizeAxes = Axes.Both;
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InternalChildren = new Drawable[]
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{
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new Sprite
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{
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Texture = skin.GetTexture("taiko-bar-right"),
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RelativeSizeAxes = Axes.Both,
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Size = Vector2.One,
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},
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kiai = new Sprite
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{
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Texture = skin.GetTexture("taiko-bar-right-glow"),
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RelativeSizeAxes = Axes.Both,
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Size = Vector2.One,
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Alpha = 0,
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}
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};
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}
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
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{
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base.OnNewBeat(beatIndex, timingPoint, effectPoint, amplitudes);
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if (effectPoint.KiaiMode != kiaiDisplayed)
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{
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kiaiDisplayed = effectPoint.KiaiMode;
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kiai.ClearTransforms();
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kiai.FadeTo(kiaiDisplayed ? 1 : 0, 200);
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}
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}
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}
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}
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