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143 lines
4.5 KiB
C#
143 lines
4.5 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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#nullable disable
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Effects;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Judgements;
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using osuTK;
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using osuTK.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Utils;
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using osu.Game.Skinning;
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namespace osu.Game.Screens.Play.HUD
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{
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public partial class DefaultHealthDisplay : HealthDisplay, IHasAccentColour, ISkinnableDrawable
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{
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/// <summary>
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/// The base opacity of the glow.
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/// </summary>
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private const float base_glow_opacity = 0.6f;
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/// <summary>
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/// The number of sequential hits required within <see cref="glow_fade_delay"/> to reach the maximum glow opacity.
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/// </summary>
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private const int glow_max_hits = 8;
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/// <summary>
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/// The amount of time to delay before fading the glow opacity back to <see cref="base_glow_opacity"/>.
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/// <para>
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/// This is calculated to require a stream snapped to 1/4 at 150bpm to reach the maximum glow opacity with <see cref="glow_max_hits"/> hits.
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/// </para>
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/// </summary>
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private const float glow_fade_delay = 100;
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/// <summary>
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/// The amount of time to fade the glow to <see cref="base_glow_opacity"/> after <see cref="glow_fade_delay"/>.
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/// </summary>
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private const double glow_fade_time = 500;
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private readonly Container fill;
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public Color4 AccentColour
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{
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get => fill.Colour;
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set => fill.Colour = value;
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}
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private Color4 glowColour;
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public Color4 GlowColour
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{
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get => glowColour;
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set
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{
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if (glowColour == value)
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return;
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glowColour = value;
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fill.EdgeEffect = new EdgeEffectParameters
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{
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Colour = glowColour.Opacity(base_glow_opacity),
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Radius = 8,
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Roundness = 4,
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Type = EdgeEffectType.Glow,
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};
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}
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}
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public bool UsesFixedAnchor { get; set; }
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public DefaultHealthDisplay()
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{
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const float padding = 20;
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const float bar_height = 5;
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Size = new Vector2(1, bar_height + padding * 2);
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RelativeSizeAxes = Axes.X;
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InternalChild = new Container
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{
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Padding = new MarginPadding { Vertical = padding },
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.Black,
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},
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fill = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(0, 1),
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Masking = true,
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Children = new[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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}
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}
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},
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}
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};
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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AccentColour = colours.BlueLighter;
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GlowColour = colours.BlueDarker;
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}
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protected override void Flash(JudgementResult result) => Scheduler.AddOnce(flash);
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private void flash()
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{
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fill.FadeEdgeEffectTo(Math.Min(1, fill.EdgeEffect.Colour.Linear.A + (1f - base_glow_opacity) / glow_max_hits), 50, Easing.OutQuint)
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.Delay(glow_fade_delay)
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.FadeEdgeEffectTo(base_glow_opacity, glow_fade_time, Easing.OutQuint);
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}
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protected override void Update()
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{
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base.Update();
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fill.Width = Interpolation.ValueAt(
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Math.Clamp(Clock.ElapsedFrameTime, 0, 200),
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fill.Width, (float)Current.Value, 0, 200, Easing.OutQuint);
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}
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}
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}
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