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132 lines
4.2 KiB
C#
132 lines
4.2 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Audio;
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using osu.Framework.Bindables;
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using osu.Game.Rulesets.UI;
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using System;
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using System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Audio.Track;
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using osu.Framework.Graphics;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects.Drawables;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Screens.Play
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{
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/// <summary>
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/// Manage the animation to be applied when a player fails.
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/// Single file; automatically disposed after use.
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/// </summary>
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public class FailAnimation : Component
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{
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public Action OnComplete;
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private readonly DrawableRuleset drawableRuleset;
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private readonly BindableDouble trackFreq = new BindableDouble(1);
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private Track track;
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private const float duration = 2500;
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private SampleChannel failSample;
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public FailAnimation(DrawableRuleset drawableRuleset)
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{
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this.drawableRuleset = drawableRuleset;
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}
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[BackgroundDependencyLoader]
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private void load(AudioManager audio, IBindable<WorkingBeatmap> beatmap)
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{
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track = beatmap.Value.Track;
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failSample = audio.Samples.Get(@"Gameplay/failsound");
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}
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private bool started;
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/// <summary>
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/// Start the fail animation playing.
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/// </summary>
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/// <exception cref="InvalidOperationException">Thrown if started more than once.</exception>
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public void Start()
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{
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if (started) throw new InvalidOperationException("Animation cannot be started more than once.");
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started = true;
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failSample.Play();
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this.TransformBindableTo(trackFreq, 0, duration).OnComplete(_ =>
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{
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OnComplete?.Invoke();
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Expire();
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});
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track.AddAdjustment(AdjustableProperty.Frequency, trackFreq);
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applyToPlayfield(drawableRuleset.Playfield);
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drawableRuleset.Playfield.HitObjectContainer.FlashColour(Color4.Red, 500);
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drawableRuleset.Playfield.HitObjectContainer.FadeOut(duration / 2);
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}
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protected override void Update()
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{
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base.Update();
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if (!started)
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return;
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applyToPlayfield(drawableRuleset.Playfield);
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}
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private readonly List<DrawableHitObject> appliedObjects = new List<DrawableHitObject>();
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private void applyToPlayfield(Playfield playfield)
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{
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double failTime = playfield.Time.Current;
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foreach (var nested in playfield.NestedPlayfields)
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applyToPlayfield(nested);
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foreach (DrawableHitObject obj in playfield.HitObjectContainer.AliveObjects)
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{
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if (appliedObjects.Contains(obj))
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continue;
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float rotation = RNG.NextSingle(-90, 90);
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Vector2 originalPosition = obj.Position;
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Vector2 originalScale = obj.Scale;
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dropOffScreen(obj, failTime, rotation, originalScale, originalPosition);
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// need to reapply the fail drop after judgement state changes
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obj.ApplyCustomUpdateState += (o, _) => dropOffScreen(obj, failTime, rotation, originalScale, originalPosition);
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appliedObjects.Add(obj);
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}
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}
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private void dropOffScreen(DrawableHitObject obj, double failTime, float randomRotation, Vector2 originalScale, Vector2 originalPosition)
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{
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using (obj.BeginAbsoluteSequence(failTime))
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{
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obj.RotateTo(randomRotation, duration);
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obj.ScaleTo(originalScale * 0.5f, duration);
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obj.MoveTo(originalPosition + new Vector2(0, 400), duration);
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}
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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track?.RemoveAdjustment(AdjustableProperty.Frequency, trackFreq);
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}
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}
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}
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