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389 lines
14 KiB
C#
389 lines
14 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 System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Lines;
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using osu.Framework.Layout;
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using osu.Framework.Threading;
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using osu.Framework.Utils;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Screens.Play.HUD
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{
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public partial class ArgonHealthDisplay : HealthDisplay, ISerialisableDrawable
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{
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public bool UsesFixedAnchor { get; set; }
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[SettingSource("Bar height")]
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public BindableFloat BarHeight { get; } = new BindableFloat(20)
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{
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MinValue = 0,
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MaxValue = 64,
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Precision = 1
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};
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[SettingSource("Use relative size")]
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public BindableBool UseRelativeSize { get; } = new BindableBool(true);
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private BarPath mainBar = null!;
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/// <summary>
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/// Used to show a glow at the end of the main bar, or red "damage" area when missing.
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/// </summary>
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private BarPath glowBar = null!;
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private BackgroundPath background = null!;
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private SliderPath barPath = null!;
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private static readonly Colour4 main_bar_colour = Colour4.White;
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private static readonly Colour4 main_bar_glow_colour = Color4Extensions.FromHex("#7ED7FD").Opacity(0.5f);
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private ScheduledDelegate? resetMissBarDelegate;
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private readonly List<Vector2> missBarVertices = new List<Vector2>();
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private readonly List<Vector2> healthBarVertices = new List<Vector2>();
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private double glowBarValue;
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public double GlowBarValue
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{
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get => glowBarValue;
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set
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{
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if (glowBarValue == value)
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return;
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glowBarValue = value;
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Scheduler.AddOnce(updatePathVertices);
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}
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}
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private double healthBarValue;
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public double HealthBarValue
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{
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get => healthBarValue;
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set
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{
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if (healthBarValue == value)
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return;
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healthBarValue = value;
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Scheduler.AddOnce(updatePathVertices);
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}
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}
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public const float MAIN_PATH_RADIUS = 10f;
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private const float curve_start_offset = 70;
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private const float curve_end_offset = 40;
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private const float padding = MAIN_PATH_RADIUS * 2;
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private const float curve_smoothness = 10;
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private readonly LayoutValue drawSizeLayout = new LayoutValue(Invalidation.DrawSize);
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public ArgonHealthDisplay()
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{
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AddLayout(drawSizeLayout);
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// sane default width specification.
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// this only matters if the health display isn't part of the default skin
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// (in which case width will be set to 300 via `ArgonSkin.GetDrawableComponent()`),
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// and if the user hasn't applied their own modifications
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// (which are applied via `SerialisedDrawableInfo.ApplySerialisedInfo()`).
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Width = 0.98f;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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AutoSizeAxes = Axes.Y;
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InternalChild = new Container
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{
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AutoSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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background = new BackgroundPath
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{
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PathRadius = MAIN_PATH_RADIUS,
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},
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glowBar = new BarPath
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{
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BarColour = Color4.White,
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GlowColour = main_bar_glow_colour,
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Blending = BlendingParameters.Additive,
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Colour = ColourInfo.GradientHorizontal(Color4.White.Opacity(0.8f), Color4.White),
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PathRadius = 40f,
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// Kinda hacky, but results in correct positioning with increased path radius.
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Margin = new MarginPadding(-30f),
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GlowPortion = 0.9f,
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},
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mainBar = new BarPath
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{
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AutoSizeAxes = Axes.None,
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RelativeSizeAxes = Axes.Both,
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Blending = BlendingParameters.Additive,
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BarColour = main_bar_colour,
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GlowColour = main_bar_glow_colour,
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PathRadius = MAIN_PATH_RADIUS,
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GlowPortion = 0.6f,
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},
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}
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};
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Current.BindValueChanged(_ => Scheduler.AddOnce(updateCurrent), true);
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// we're about to set `RelativeSizeAxes` depending on the value of `UseRelativeSize`.
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// setting `RelativeSizeAxes` internally transforms absolute sizing to relative and back to keep the size the same,
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// but that is not what we want in this case, since the width at this point is valid in the *target* sizing mode.
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// to counteract this, store the numerical value here, and restore it after setting the correct initial relative sizing axes.
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float previousWidth = Width;
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UseRelativeSize.BindValueChanged(v => RelativeSizeAxes = v.NewValue ? Axes.X : Axes.None, true);
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Width = previousWidth;
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BarHeight.BindValueChanged(_ => updatePath(), true);
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}
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private void updateCurrent()
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{
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if (Current.Value >= GlowBarValue) finishMissDisplay();
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double time = Current.Value > GlowBarValue ? 500 : 250;
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// TODO: this should probably use interpolation in update.
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this.TransformTo(nameof(HealthBarValue), Current.Value, time, Easing.OutQuint);
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if (resetMissBarDelegate == null) this.TransformTo(nameof(GlowBarValue), Current.Value, time, Easing.OutQuint);
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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 (!drawSizeLayout.IsValid)
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{
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updatePath();
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drawSizeLayout.Validate();
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}
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mainBar.Alpha = (float)Interpolation.DampContinuously(mainBar.Alpha, Current.Value > 0 ? 1 : 0, 40, Time.Elapsed);
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glowBar.Alpha = (float)Interpolation.DampContinuously(glowBar.Alpha, GlowBarValue > 0 ? 1 : 0, 40, Time.Elapsed);
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}
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protected override void Flash()
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{
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base.Flash();
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mainBar.TransformTo(nameof(BarPath.GlowColour), main_bar_glow_colour.Opacity(0.8f))
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.TransformTo(nameof(BarPath.GlowColour), main_bar_glow_colour, 300, Easing.OutQuint);
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if (resetMissBarDelegate == null)
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{
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glowBar.TransformTo(nameof(BarPath.BarColour), Colour4.White, 30, Easing.OutQuint)
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.Then()
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.TransformTo(nameof(BarPath.BarColour), main_bar_colour, 1000, Easing.OutQuint);
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glowBar.TransformTo(nameof(BarPath.GlowColour), Colour4.White, 30, Easing.OutQuint)
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.Then()
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.TransformTo(nameof(BarPath.GlowColour), main_bar_glow_colour, 300, Easing.OutQuint);
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}
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}
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protected override void Miss()
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{
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base.Miss();
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if (resetMissBarDelegate != null)
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{
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resetMissBarDelegate.Cancel();
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resetMissBarDelegate = null;
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}
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else
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{
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// Reset any ongoing animation immediately, else things get weird.
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this.TransformTo(nameof(GlowBarValue), HealthBarValue);
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}
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this.Delay(500).Schedule(() =>
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{
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this.TransformTo(nameof(GlowBarValue), Current.Value, 300, Easing.OutQuint);
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finishMissDisplay();
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}, out resetMissBarDelegate);
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glowBar.TransformTo(nameof(BarPath.BarColour), new Colour4(255, 147, 147, 255), 100, Easing.OutQuint).Then()
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.TransformTo(nameof(BarPath.BarColour), new Colour4(255, 93, 93, 255), 800, Easing.OutQuint);
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glowBar.TransformTo(nameof(BarPath.GlowColour), new Colour4(253, 0, 0, 255).Lighten(0.2f))
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.TransformTo(nameof(BarPath.GlowColour), new Colour4(253, 0, 0, 255), 800, Easing.OutQuint);
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}
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private void finishMissDisplay()
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{
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if (resetMissBarDelegate == null)
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return;
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if (Current.Value > 0)
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{
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glowBar.TransformTo(nameof(BarPath.BarColour), main_bar_colour, 300, Easing.In);
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glowBar.TransformTo(nameof(BarPath.GlowColour), main_bar_glow_colour, 300, Easing.In);
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}
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resetMissBarDelegate?.Cancel();
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resetMissBarDelegate = null;
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}
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private void updatePath()
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{
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float usableWidth = DrawWidth - padding;
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if (usableWidth < 0) enforceMinimumWidth();
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// the display starts curving at `curve_start_offset` units from the right and ends curving at `curve_end_offset`.
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// to ensure that the curve is symmetric when it starts being narrow enough, add a `curve_end_offset` to the left side too.
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const float rescale_cutoff = curve_start_offset + curve_end_offset;
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float barLength = Math.Max(DrawWidth - padding, rescale_cutoff);
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float curveStart = barLength - curve_start_offset;
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float curveEnd = barLength - curve_end_offset;
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Vector2 diagonalDir = (new Vector2(curveEnd, BarHeight.Value) - new Vector2(curveStart, 0)).Normalized();
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barPath = new SliderPath(new[]
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{
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new PathControlPoint(new Vector2(0, 0), PathType.LINEAR),
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new PathControlPoint(new Vector2(curveStart - curve_smoothness, 0), PathType.BEZIER),
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new PathControlPoint(new Vector2(curveStart, 0)),
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new PathControlPoint(new Vector2(curveStart, 0) + diagonalDir * curve_smoothness, PathType.LINEAR),
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new PathControlPoint(new Vector2(curveEnd, BarHeight.Value) - diagonalDir * curve_smoothness, PathType.BEZIER),
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new PathControlPoint(new Vector2(curveEnd, BarHeight.Value)),
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new PathControlPoint(new Vector2(curveEnd + curve_smoothness, BarHeight.Value), PathType.LINEAR),
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new PathControlPoint(new Vector2(barLength, BarHeight.Value)),
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});
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if (DrawWidth - padding < rescale_cutoff)
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rescalePathProportionally();
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List<Vector2> vertices = new List<Vector2>();
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barPath.GetPathToProgress(vertices, 0.0, 1.0);
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background.Vertices = vertices;
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mainBar.Vertices = vertices;
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glowBar.Vertices = vertices;
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updatePathVertices();
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void enforceMinimumWidth()
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{
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// Switch to absolute in order to be able to define a minimum width.
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// Then switch back is required. Framework will handle the conversion for us.
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Axes relativeAxes = RelativeSizeAxes;
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RelativeSizeAxes = Axes.None;
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Width = padding;
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RelativeSizeAxes = relativeAxes;
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}
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void rescalePathProportionally()
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{
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foreach (var point in barPath.ControlPoints)
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point.Position = new Vector2(point.Position.X / barLength * (DrawWidth - padding), point.Position.Y);
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}
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}
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private void updatePathVertices()
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{
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barPath.GetPathToProgress(healthBarVertices, 0.0, healthBarValue);
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barPath.GetPathToProgress(missBarVertices, healthBarValue, Math.Max(glowBarValue, healthBarValue));
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if (healthBarVertices.Count == 0)
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healthBarVertices.Add(Vector2.Zero);
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if (missBarVertices.Count == 0)
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missBarVertices.Add(Vector2.Zero);
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glowBar.Vertices = missBarVertices.Select(v => v - missBarVertices[0]).ToList();
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glowBar.Position = missBarVertices[0];
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mainBar.Vertices = healthBarVertices.Select(v => v - healthBarVertices[0]).ToList();
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mainBar.Position = healthBarVertices[0];
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}
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private partial class BackgroundPath : SmoothPath
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{
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protected override Color4 ColourAt(float position)
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{
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if (position <= 0.16f)
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return Color4.White.Opacity(0.8f);
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return Interpolation.ValueAt(position,
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Color4.White.Opacity(0.8f),
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Color4.Black.Opacity(0.2f),
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-0.5f, 1f, Easing.OutQuint);
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}
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}
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private partial class BarPath : SmoothPath
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{
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private Colour4 barColour;
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public Colour4 BarColour
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{
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get => barColour;
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set
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{
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if (barColour == value)
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return;
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barColour = value;
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InvalidateTexture();
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}
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}
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private Colour4 glowColour;
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public Colour4 GlowColour
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{
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get => glowColour;
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set
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{
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if (glowColour == value)
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return;
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glowColour = value;
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InvalidateTexture();
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}
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}
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public float GlowPortion { get; init; }
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protected override Color4 ColourAt(float position)
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{
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if (position >= GlowPortion)
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return BarColour;
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return Interpolation.ValueAt(position, Colour4.Black.Opacity(0.0f), GlowColour, 0.0, GlowPortion, Easing.InQuint);
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}
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}
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}
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}
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