1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-15 05:57:29 +08:00
osu-lazer/osu.Game/Screens/Play/FailAnimation.cs
2019-06-04 16:13:16 +09:00

114 lines
3.4 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 osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Game.Rulesets.UI;
using System;
using System.Collections.Generic;
using osu.Framework.Allocation;
using osu.Framework.Audio.Sample;
using osu.Framework.Audio.Track;
using osu.Framework.Graphics;
using osu.Framework.MathUtils;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Objects.Drawables;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Screens.Play
{
/// <summary>
/// Manage the animation to be applied when a player fails.
/// Single file; automatically disposed after use.
/// </summary>
public class FailAnimation : Component
{
public Action OnComplete;
private readonly DrawableRuleset drawableRuleset;
private readonly BindableDouble trackFreq = new BindableDouble(1);
private Track track;
private const float duration = 2500;
private SampleChannel failSample;
public FailAnimation(DrawableRuleset drawableRuleset)
{
this.drawableRuleset = drawableRuleset;
}
[BackgroundDependencyLoader]
private void load(AudioManager audio, IBindable<WorkingBeatmap> beatmap)
{
track = beatmap.Value.Track;
failSample = audio.Samples.Get(@"Gameplay/failsound");
}
private bool started;
/// <summary>
/// Start the fail animation playing.
/// </summary>
/// <exception cref="InvalidOperationException">Thrown if started more than once.</exception>
public void Start()
{
if (started) throw new InvalidOperationException("Animation cannot be started more than once.");
started = true;
failSample.Play();
this.TransformBindableTo(trackFreq, 0, duration).OnComplete(_ =>
{
OnComplete?.Invoke();
Expire();
});
track.AddAdjustment(AdjustableProperty.Frequency, trackFreq);
applyToPlayfield(drawableRuleset.Playfield);
drawableRuleset.Playfield.HitObjectContainer.FlashColour(Color4.Red, 500);
drawableRuleset.Playfield.HitObjectContainer.FadeOut(duration / 2);
}
protected override void Update()
{
base.Update();
if (!started)
return;
applyToPlayfield(drawableRuleset.Playfield);
}
private readonly List<DrawableHitObject> appliedObjects = new List<DrawableHitObject>();
private void applyToPlayfield(Playfield playfield)
{
foreach (var nested in playfield.NestedPlayfields)
applyToPlayfield(nested);
foreach (DrawableHitObject obj in playfield.HitObjectContainer.AliveObjects)
{
if (appliedObjects.Contains(obj))
continue;
obj.RotateTo(RNG.NextSingle(-90, 90), duration);
obj.ScaleTo(obj.Scale * 0.5f, duration);
obj.MoveToOffset(new Vector2(0, 400), duration);
appliedObjects.Add(obj);
}
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
track?.RemoveAdjustment(AdjustableProperty.Frequency, trackFreq);
}
}
}