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17d05b0fdf
`else if` proves to be insidious once again.
73 lines
2.4 KiB
C#
73 lines
2.4 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.Graphics;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Rulesets.Scoring;
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using osuTK;
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namespace osu.Game.Rulesets.Judgements
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{
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public partial class DefaultJudgementPiece : JudgementPiece, IAnimatableJudgement
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{
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public DefaultJudgementPiece(HitResult result)
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: base(result)
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{
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AutoSizeAxes = Axes.Both;
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Origin = Anchor.Centre;
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}
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protected override SpriteText CreateJudgementText() =>
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new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Font = OsuFont.Numeric.With(size: 20),
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Scale = new Vector2(0.85f, 1),
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};
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/// <summary>
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/// Plays the default animation for this judgement piece.
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/// </summary>
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/// <remarks>
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/// The base implementation only handles fade (for all result types) and misses.
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/// Individual rulesets are recommended to implement their appropriate hit animations.
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/// </remarks>
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public virtual void PlayAnimation()
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{
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// TODO: make these better. currently they are using a text `-` and it's not centered properly.
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// Should be an explicit drawable.
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//
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// When this is done, remove the [Description] attributes from HitResults which were added for this purpose.
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if (Result == HitResult.IgnoreMiss || Result == HitResult.LargeTickMiss)
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{
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this.RotateTo(-45);
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this.ScaleTo(1.6f);
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this.ScaleTo(1.2f, 100, Easing.In);
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this.FadeOutFromOne(400);
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return;
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}
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if (Result.IsMiss())
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{
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this.ScaleTo(1.6f);
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this.ScaleTo(1, 100, Easing.In);
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this.MoveTo(Vector2.Zero);
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this.MoveToOffset(new Vector2(0, 100), 800, Easing.InQuint);
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this.RotateTo(0);
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this.RotateTo(40, 800, Easing.InQuint);
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}
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this.FadeOutFromOne(800);
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}
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public Drawable? GetAboveHitObjectsProxiedContent() => null;
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}
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}
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