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osu-lazer/osu.Game.Rulesets.Osu/Skinning/LegacyNewStyleSpinner.cs
Dean Herbert 64e3325b41 Abstract out common part of legacy spinner implementations
Some elements going forward will be shared, so it makes sense to have a
common base class to add these shared elements.
2020-11-05 18:00:27 +09:00

126 lines
4.3 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.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Utils;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Skinning;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.Skinning
{
/// <summary>
/// Legacy skinned spinner with two main spinning layers, one fixed overlay and one final spinning overlay.
/// No background layer.
/// </summary>
public class LegacyNewStyleSpinner : LegacySpinner
{
private Sprite glow;
private Sprite discBottom;
private Sprite discTop;
private Sprite spinningMiddle;
private Sprite fixedMiddle;
private const float final_scale = 0.625f;
private readonly Color4 glowColour = new Color4(3, 151, 255, 255);
[BackgroundDependencyLoader]
private void load(ISkinSource source)
{
Scale = new Vector2(final_scale);
InternalChildren = new Drawable[]
{
glow = new Sprite
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Texture = source.GetTexture("spinner-glow"),
Blending = BlendingParameters.Additive,
Colour = glowColour,
},
discBottom = new Sprite
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Texture = source.GetTexture("spinner-bottom")
},
discTop = new Sprite
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Texture = source.GetTexture("spinner-top")
},
fixedMiddle = new Sprite
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Texture = source.GetTexture("spinner-middle")
},
spinningMiddle = new Sprite
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Texture = source.GetTexture("spinner-middle2")
}
};
}
protected override void UpdateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
{
base.UpdateStateTransforms(drawableHitObject, state);
switch (drawableHitObject)
{
case DrawableSpinner d:
Spinner spinner = d.HitObject;
using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimePreempt, true))
this.FadeOut();
using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimeFadeIn / 2, true))
this.FadeInFromZero(spinner.TimeFadeIn / 2);
using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimePreempt, true))
{
fixedMiddle.FadeColour(Color4.White);
using (BeginDelayedSequence(spinner.TimePreempt, true))
fixedMiddle.FadeColour(Color4.Red, spinner.Duration);
}
if (state == ArmedState.Hit)
{
using (BeginAbsoluteSequence(d.HitStateUpdateTime))
glow.FadeOut(300);
}
break;
case DrawableSpinnerBonusTick _:
if (state == ArmedState.Hit)
glow.FlashColour(Color4.White, 200);
break;
}
}
protected override void Update()
{
base.Update();
spinningMiddle.Rotation = discTop.Rotation = DrawableSpinner.RotationTracker.Rotation;
discBottom.Rotation = discTop.Rotation / 3;
glow.Alpha = DrawableSpinner.Progress;
Scale = new Vector2(final_scale * (0.8f + (float)Interpolation.ApplyEasing(Easing.Out, DrawableSpinner.Progress) * 0.2f));
}
}
}