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osu-lazer/osu.Game.Rulesets.Taiko/UI/InputDrum.cs
2017-07-16 14:06:46 +03:00

168 lines
6.0 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using OpenTK;
using OpenTK.Input;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Framework.Input;
using osu.Game.Graphics;
namespace osu.Game.Rulesets.Taiko.UI
{
/// <summary>
/// A component of the playfield that captures input and displays input as a drum.
/// </summary>
internal class InputDrum : Container
{
public InputDrum()
{
Size = new Vector2(TaikoPlayfield.DEFAULT_PLAYFIELD_HEIGHT);
const float middle_split = 10;
Children = new Drawable[]
{
new TaikoHalfDrum(false)
{
Name = "Left Half",
Anchor = Anchor.Centre,
Origin = Anchor.CentreRight,
RelativeSizeAxes = Axes.Both,
X = -middle_split / 2,
RimKey = Key.D,
CentreKey = Key.F
},
new TaikoHalfDrum(true)
{
Name = "Right Half",
Anchor = Anchor.Centre,
Origin = Anchor.CentreLeft,
RelativeSizeAxes = Axes.Both,
X = middle_split / 2,
Position = new Vector2(-1f, 0),
RimKey = Key.K,
CentreKey = Key.J
}
};
}
/// <summary>
/// A half-drum. Contains one centre and one rim hit.
/// </summary>
private class TaikoHalfDrum : Container
{
/// <summary>
/// The key to be used for the rim of the half-drum.
/// </summary>
public Key RimKey;
/// <summary>
/// The key to be used for the centre of the half-drum.
/// </summary>
public Key CentreKey;
private readonly Sprite rim;
private readonly Sprite rimHit;
private readonly Sprite centre;
private readonly Sprite centreHit;
public TaikoHalfDrum(bool flipped)
{
Masking = true;
Children = new Drawable[]
{
rim = new Sprite
{
Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both
},
rimHit = new Sprite
{
Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Alpha = 0,
BlendingMode = BlendingMode.Additive,
},
centre = new Sprite
{
Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Size = new Vector2(0.7f)
},
centreHit = new Sprite
{
Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Size = new Vector2(0.7f),
Alpha = 0,
BlendingMode = BlendingMode.Additive
}
};
}
[BackgroundDependencyLoader]
private void load(TextureStore textures, OsuColour colours)
{
rim.Texture = textures.Get(@"Play/Taiko/taiko-drum-outer");
rimHit.Texture = textures.Get(@"Play/Taiko/taiko-drum-outer-hit");
centre.Texture = textures.Get(@"Play/Taiko/taiko-drum-inner");
centreHit.Texture = textures.Get(@"Play/Taiko/taiko-drum-inner-hit");
rimHit.Colour = colours.Blue;
centreHit.Colour = colours.Pink;
}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
if (args.Repeat)
return false;
Drawable target = null;
Drawable back = null;
if (args.Key == CentreKey)
{
target = centreHit;
back = centre;
}
else if (args.Key == RimKey)
{
target = rimHit;
back = rim;
}
if (target != null)
{
const float scale_amount = 0.05f;
const float alpha_amount = 0.5f;
const float down_time = 40;
const float up_time = 1000;
back.ScaleTo(target.Scale.X - scale_amount, down_time, EasingTypes.OutQuint);
back.ApplyDelay(down_time);
back.ScaleTo(1, up_time, EasingTypes.OutQuint);
target.ScaleTo(target.Scale.X - scale_amount, down_time, EasingTypes.OutQuint);
target.FadeTo(Math.Min(target.Alpha + alpha_amount, 1), down_time, EasingTypes.OutQuint);
target.ApplyDelay(down_time);
target.ScaleTo(1, up_time, EasingTypes.OutQuint);
target.FadeOut(up_time, EasingTypes.OutQuint);
}
return false;
}
}
}
}