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osu-lazer/osu.Game.Rulesets.Osu/Skinning/Legacy/LegacyFollowCircle.cs

56 lines
2.0 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.Bindables;
using osu.Framework.Graphics;
namespace osu.Game.Rulesets.Osu.Skinning.Legacy
{
public class LegacyFollowCircle : FollowCircle
{
public LegacyFollowCircle(Drawable animationContent)
{
// follow circles are 2x the hitcircle resolution in legacy skins (since they are scaled down from >1x
animationContent.Scale *= 0.5f;
animationContent.Anchor = Anchor.Centre;
animationContent.Origin = Anchor.Centre;
RelativeSizeAxes = Axes.Both;
InternalChild = animationContent;
}
protected override void OnTrackingChanged(ValueChangedEvent<bool> tracking)
{
Debug.Assert(ParentObject != null);
if (ParentObject.Judged)
return;
double remainingTime = ParentObject.HitStateUpdateTime - Time.Current;
// Note that the scale adjust here is 2 instead of DrawableSliderBall.FOLLOW_AREA to match legacy behaviour.
// This means the actual tracking area for gameplay purposes is larger than the sprite (but skins may be accounting for this).
if (tracking.NewValue)
{
// TODO: Follow circle should bounce on each slider tick.
this.ScaleTo(0.5f).ScaleTo(2f, Math.Min(180f, remainingTime), Easing.Out)
.FadeTo(0).FadeTo(1f, Math.Min(60f, remainingTime));
}
else
{
// TODO: Should animate only at the next slider tick if we want to match stable perfectly.
this.ScaleTo(4f, 100)
.FadeTo(0f, 100);
}
}
protected override void OnSliderEnd()
{
this.ScaleTo(1.6f, 200, Easing.Out)
.FadeOut(200, Easing.In);
}
}
}