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osu-lazer/osu.Game.Rulesets.Osu/Skinning/Argon/ArgonMainCirclePiece.cs
2022-09-23 00:54:24 +09:00

227 lines
9.5 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.Bindables;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Effects;
using osu.Framework.Graphics.Shapes;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.Osu.Skinning.Default;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.Skinning.Argon
{
public class ArgonMainCirclePiece : CompositeDrawable
{
public const float BORDER_THICKNESS = (OsuHitObject.OBJECT_RADIUS * 2) * (2f / 58);
public const float GRADIENT_THICKNESS = BORDER_THICKNESS * 2.5f;
public const float OUTER_GRADIENT_SIZE = (OsuHitObject.OBJECT_RADIUS * 2) - BORDER_THICKNESS * 4;
public const float INNER_GRADIENT_SIZE = OUTER_GRADIENT_SIZE - GRADIENT_THICKNESS * 2;
public const float INNER_FILL_SIZE = INNER_GRADIENT_SIZE - GRADIENT_THICKNESS * 2;
private readonly Circle outerFill;
private readonly Circle outerGradient;
private readonly Circle innerGradient;
private readonly Circle innerFill;
private readonly RingPiece border;
private readonly OsuSpriteText number;
private readonly IBindable<Color4> accentColour = new Bindable<Color4>();
private readonly IBindable<int> indexInCurrentCombo = new Bindable<int>();
private readonly FlashPiece flash;
[Resolved]
private DrawableHitObject drawableObject { get; set; } = null!;
public ArgonMainCirclePiece(bool withOuterFill)
{
Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
InternalChildren = new Drawable[]
{
outerFill = new Circle // renders white outer border and dark fill
{
Size = Size,
Alpha = withOuterFill ? 1 : 0,
},
outerGradient = new Circle // renders the outer bright gradient
{
Size = new Vector2(OUTER_GRADIENT_SIZE),
Alpha = 1,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
innerGradient = new Circle // renders the inner bright gradient
{
Size = new Vector2(INNER_GRADIENT_SIZE),
Alpha = 1,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
innerFill = new Circle // renders the inner dark fill
{
Size = new Vector2(INNER_FILL_SIZE),
Alpha = 1,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
number = new OsuSpriteText
{
Font = OsuFont.Default.With(size: 52, weight: FontWeight.Bold),
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Y = -2,
Text = @"1",
},
flash = new FlashPiece(),
border = new RingPiece(BORDER_THICKNESS),
};
}
[BackgroundDependencyLoader]
private void load()
{
var drawableOsuObject = (DrawableOsuHitObject)drawableObject;
accentColour.BindTo(drawableObject.AccentColour);
indexInCurrentCombo.BindTo(drawableOsuObject.IndexInCurrentComboBindable);
}
protected override void LoadComplete()
{
base.LoadComplete();
accentColour.BindValueChanged(colour =>
{
outerFill.Colour = innerFill.Colour = colour.NewValue.Darken(4);
outerGradient.Colour = ColourInfo.GradientVertical(colour.NewValue, colour.NewValue.Darken(0.1f));
innerGradient.Colour = ColourInfo.GradientVertical(colour.NewValue.Darken(0.5f), colour.NewValue.Darken(0.6f));
flash.Colour = colour.NewValue;
}, true);
indexInCurrentCombo.BindValueChanged(index => number.Text = (index.NewValue + 1).ToString(), true);
drawableObject.ApplyCustomUpdateState += updateStateTransforms;
updateStateTransforms(drawableObject, drawableObject.State.Value);
}
private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
{
using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime))
{
switch (state)
{
case ArmedState.Hit:
// Fade out time is at a maximum of 800. Must match `DrawableHitCircle`'s arbitrary lifetime spec.
const double fade_out_time = 800;
const double flash_in_duration = 150;
const double resize_duration = 400;
const float shrink_size = 0.8f;
// Animating with the number present is distracting.
// The number disappearing is hidden by the bright flash.
number.FadeOut(flash_in_duration / 2);
// The fill layers add too much noise during the explosion animation.
// They will be hidden by the additive effects anyway.
outerFill.FadeOut(flash_in_duration, Easing.OutQuint);
innerFill.FadeOut(flash_in_duration, Easing.OutQuint);
// The inner-most gradient should actually be resizing, but is only visible for
// a few milliseconds before it's hidden by the flash, so it's pointless overhead to bother with it.
innerGradient.FadeOut(flash_in_duration, Easing.OutQuint);
// The border is always white, but after hit it gets coloured by the skin/beatmap's colouring.
// A gradient is applied to make the border less prominent over the course of the animation.
// Without this, the border dominates the visual presence of the explosion animation in a bad way.
border.TransformTo(nameof
(BorderColour), ColourInfo.GradientVertical(
accentColour.Value.Opacity(0.5f),
accentColour.Value.Opacity(0)), fade_out_time);
// The outer ring shrinks immediately, but accounts for its thickness so it doesn't overlap the inner
// gradient layers.
border.ResizeTo(Size * shrink_size + new Vector2(border.BorderThickness), resize_duration, Easing.OutElasticHalf);
// The outer gradient is resize with a slight delay from the border.
// This is to give it a bomb-like effect, with the border "triggering" its animation when getting close.
using (BeginDelayedSequence(flash_in_duration / 12))
{
outerGradient.ResizeTo(outerGradient.Size * shrink_size, resize_duration, Easing.OutElasticHalf);
outerGradient
.FadeColour(Color4.White, 80)
.Then()
.FadeOut(flash_in_duration);
}
// The flash layer starts white to give the wanted brightness, but is almost immediately
// recoloured to the accent colour. This would more correctly be done with two layers (one for the initial flash)
// but works well enough with the colour fade.
flash.FadeTo(1, flash_in_duration, Easing.OutQuint);
flash.FlashColour(accentColour.Value, fade_out_time, Easing.OutQuint);
this.FadeOut(fade_out_time, Easing.OutQuad);
break;
}
}
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (drawableObject.IsNotNull())
drawableObject.ApplyCustomUpdateState -= updateStateTransforms;
}
private class FlashPiece : Circle
{
public FlashPiece()
{
Size = new Vector2(OsuHitObject.OBJECT_RADIUS);
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
Alpha = 0;
Blending = BlendingParameters.Additive;
// The edge effect provides the fill due to not being rendered hollow.
Child.Alpha = 0;
Child.AlwaysPresent = true;
}
protected override void Update()
{
base.Update();
EdgeEffect = new EdgeEffectParameters
{
Type = EdgeEffectType.Glow,
Colour = Colour,
Radius = OsuHitObject.OBJECT_RADIUS * 1.2f,
};
}
}
}
}