mirror of
https://github.com/ppy/osu.git
synced 2024-12-26 11:23:20 +08:00
207 lines
6.6 KiB
C#
207 lines
6.6 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.Allocation;
|
|
using osu.Framework.Audio.Track;
|
|
using osu.Framework.Extensions.Color4Extensions;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Framework.Graphics.Effects;
|
|
using osu.Framework.Graphics.Shapes;
|
|
using osu.Game.Beatmaps.ControlPoints;
|
|
using osu.Game.Graphics;
|
|
using osu.Game.Graphics.Backgrounds;
|
|
using osu.Game.Graphics.Containers;
|
|
using osu.Game.Rulesets.Objects.Drawables;
|
|
using osu.Game.Rulesets.Taiko.Objects;
|
|
using osuTK.Graphics;
|
|
|
|
namespace osu.Game.Rulesets.Taiko.Skinning.Default
|
|
{
|
|
/// <summary>
|
|
/// A circle piece which is used uniformly through osu!taiko to visualise hitobjects.
|
|
/// <para>
|
|
/// Note that this can actually be non-circle if the width is changed. See <see cref="ElongatedCirclePiece"/>
|
|
/// for a usage example.
|
|
/// </para>
|
|
/// </summary>
|
|
public abstract partial class CirclePiece : BeatSyncedContainer, IHasAccentColour
|
|
{
|
|
public const float SYMBOL_SIZE = TaikoHitObject.DEFAULT_SIZE;
|
|
public const float SYMBOL_BORDER = 8;
|
|
|
|
private const double pre_beat_transition_time = 80;
|
|
|
|
private const float flash_opacity = 0.3f;
|
|
|
|
[Resolved]
|
|
private DrawableHitObject drawableHitObject { get; set; } = null!;
|
|
|
|
private Color4 accentColour;
|
|
|
|
/// <summary>
|
|
/// The colour of the inner circle and outer glows.
|
|
/// </summary>
|
|
public Color4 AccentColour
|
|
{
|
|
get => accentColour;
|
|
set
|
|
{
|
|
accentColour = value;
|
|
|
|
background.Colour = AccentColour;
|
|
|
|
resetEdgeEffects();
|
|
}
|
|
}
|
|
|
|
private bool kiaiMode;
|
|
|
|
/// <summary>
|
|
/// Whether Kiai mode effects are enabled for this circle piece.
|
|
/// </summary>
|
|
public bool KiaiMode
|
|
{
|
|
get => kiaiMode;
|
|
set
|
|
{
|
|
kiaiMode = value;
|
|
|
|
resetEdgeEffects();
|
|
}
|
|
}
|
|
|
|
protected override Container<Drawable> Content => content;
|
|
|
|
private readonly Container content;
|
|
|
|
private readonly Container background;
|
|
|
|
private readonly Box flashBox;
|
|
|
|
protected CirclePiece()
|
|
{
|
|
RelativeSizeAxes = Axes.Both;
|
|
|
|
EarlyActivationMilliseconds = pre_beat_transition_time;
|
|
|
|
AddRangeInternal(new Drawable[]
|
|
{
|
|
background = new CircularContainer
|
|
{
|
|
Name = "Background",
|
|
Anchor = Anchor.Centre,
|
|
Origin = Anchor.Centre,
|
|
RelativeSizeAxes = Axes.Both,
|
|
Masking = true,
|
|
Children = new Drawable[]
|
|
{
|
|
new Box
|
|
{
|
|
Anchor = Anchor.Centre,
|
|
Origin = Anchor.Centre,
|
|
RelativeSizeAxes = Axes.Both,
|
|
},
|
|
new Triangles
|
|
{
|
|
Anchor = Anchor.Centre,
|
|
Origin = Anchor.Centre,
|
|
RelativeSizeAxes = Axes.Both,
|
|
ColourLight = Color4.White,
|
|
ColourDark = Color4.White.Darken(0.1f)
|
|
}
|
|
}
|
|
},
|
|
new CircularContainer
|
|
{
|
|
Name = "Ring",
|
|
Anchor = Anchor.Centre,
|
|
Origin = Anchor.Centre,
|
|
RelativeSizeAxes = Axes.Both,
|
|
BorderThickness = 8,
|
|
BorderColour = Color4.White,
|
|
Masking = true,
|
|
Children = new[]
|
|
{
|
|
flashBox = new Box
|
|
{
|
|
Anchor = Anchor.Centre,
|
|
Origin = Anchor.Centre,
|
|
RelativeSizeAxes = Axes.Both,
|
|
Colour = Color4.White,
|
|
Blending = BlendingParameters.Additive,
|
|
Alpha = 0,
|
|
AlwaysPresent = true
|
|
}
|
|
}
|
|
},
|
|
content = new Container
|
|
{
|
|
Name = "Content",
|
|
Anchor = Anchor.Centre,
|
|
Origin = Anchor.Centre,
|
|
RelativeSizeAxes = Axes.Both,
|
|
}
|
|
});
|
|
}
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
|
|
drawableHitObject.ApplyCustomUpdateState += updateStateTransforms;
|
|
updateStateTransforms(drawableHitObject, drawableHitObject.State.Value);
|
|
}
|
|
|
|
private void updateStateTransforms(DrawableHitObject h, ArmedState state)
|
|
{
|
|
if (h.HitObject is not Hit)
|
|
return;
|
|
|
|
switch (state)
|
|
{
|
|
case ArmedState.Hit:
|
|
using (BeginAbsoluteSequence(h.HitStateUpdateTime))
|
|
flashBox.FadeTo(0.9f).FadeOut(300);
|
|
break;
|
|
}
|
|
}
|
|
|
|
private const float edge_alpha_kiai = 0.5f;
|
|
|
|
private void resetEdgeEffects()
|
|
{
|
|
background.EdgeEffect = new EdgeEffectParameters
|
|
{
|
|
Type = EdgeEffectType.Glow,
|
|
Colour = AccentColour.Opacity(KiaiMode ? edge_alpha_kiai : 1f),
|
|
Radius = KiaiMode ? 32 : 8
|
|
};
|
|
}
|
|
|
|
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
|
|
{
|
|
if (!effectPoint.KiaiMode)
|
|
return;
|
|
|
|
if (drawableHitObject.State.Value == ArmedState.Idle)
|
|
{
|
|
flashBox
|
|
.FadeTo(flash_opacity)
|
|
.Then()
|
|
.FadeOut(timingPoint.BeatLength * 0.75, Easing.OutSine);
|
|
}
|
|
|
|
if (beatIndex % timingPoint.TimeSignature.Numerator != 0)
|
|
return;
|
|
|
|
double duration = timingPoint.BeatLength * 2;
|
|
|
|
background
|
|
.FadeEdgeEffectTo(1, pre_beat_transition_time, Easing.OutQuint)
|
|
.Then()
|
|
.FadeEdgeEffectTo(edge_alpha_kiai, duration, Easing.OutQuint);
|
|
}
|
|
}
|
|
}
|