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osu-lazer/osu.Game.Rulesets.Osu/Skinning/Default/DefaultSmoke.cs

62 lines
1.9 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 System;
using System.Diagnostics;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Rendering;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.Skinning.Default
{
public class DefaultSmoke : Smoke
{
private const double fade_out_delay = 8000;
private const double fade_out_speed = 3;
private const double fade_out_duration = 50;
private const float alpha = 0.5f;
protected override double LifetimeAfterSmokeEnd => fade_out_delay + fade_out_duration + (SmokeEndTime - SmokeStartTime) / fade_out_speed;
public DefaultSmoke()
{
Radius = 2;
}
protected override DrawNode CreateDrawNode() => new DefaultSmokeDrawNode(this);
private class DefaultSmokeDrawNode : SmokeDrawNode
{
private double fadeOutTime;
public DefaultSmokeDrawNode(ITexturedShaderDrawable source)
: base(source)
{
}
protected override void UpdateDrawVariables(IRenderer renderer)
{
base.UpdateDrawVariables(renderer);
fadeOutTime = SmokeStartTime + fade_out_speed * (CurrentTime - (SmokeEndTime + fade_out_delay));
}
protected override Color4 ColorAtTime(double pointTime)
{
var color = Color4.White;
color.A = alpha;
double timeDoingFadeOut = fadeOutTime - pointTime;
if (timeDoingFadeOut > 0)
{
float fraction = Math.Clamp((float)(1 - (timeDoingFadeOut / fade_out_duration)), 0, 1);
fraction = MathF.Pow(fraction, 5);
color.A *= fraction;
}
return color;
}
}
}
}