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osu-lazer/osu.Game.Rulesets.Osu/Skinning/Argon/ArgonReverseArrow.cs

113 lines
4.4 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 osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Framework.Utils;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.Skinning.Argon
{
public partial class ArgonReverseArrow : CompositeDrawable
{
private DrawableSliderRepeat drawableRepeat { get; set; } = null!;
private Bindable<Color4> accentColour = null!;
private SpriteIcon icon = null!;
private Container main = null!;
private Sprite side = null!;
[BackgroundDependencyLoader]
private void load(DrawableHitObject drawableObject, TextureStore textures)
{
drawableRepeat = (DrawableSliderRepeat)drawableObject;
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
Size = OsuHitObject.OBJECT_DIMENSIONS;
InternalChildren = new Drawable[]
{
main = new Container
{
RelativeSizeAxes = Axes.Both,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Children = new Drawable[]
{
new Circle
{
Size = new Vector2(40, 20),
Colour = Color4.White,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
icon = new SpriteIcon
{
Icon = FontAwesome.Solid.AngleDoubleRight,
Size = new Vector2(16),
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
}
},
side = new Sprite
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Texture = textures.Get("Gameplay/osu/repeat-edge-piece"),
Size = new Vector2(ArgonMainCirclePiece.OUTER_GRADIENT_SIZE),
}
};
accentColour = drawableRepeat.AccentColour.GetBoundCopy();
accentColour.BindValueChanged(accent => icon.Colour = accent.NewValue.Darken(4), true);
}
protected override void Update()
{
base.Update();
if (Time.Current >= drawableRepeat.HitStateUpdateTime && drawableRepeat.State.Value == ArmedState.Hit)
{
double animDuration = Math.Min(300, drawableRepeat.HitObject.SpanDuration);
Scale = new Vector2(Interpolation.ValueAt(Time.Current, 1, 1.5f, drawableRepeat.HitStateUpdateTime, drawableRepeat.HitStateUpdateTime + animDuration, Easing.Out));
}
else
Scale = Vector2.One;
const float move_distance = -12;
const float scale_amount = 1.3f;
const double move_out_duration = 35;
const double move_in_duration = 250;
const double total = 300;
double loopCurrentTime = (Time.Current - drawableRepeat.AnimationStartTime.Value) % total;
if (loopCurrentTime < move_out_duration)
main.Scale = new Vector2(Interpolation.ValueAt(loopCurrentTime, 1, scale_amount, 0, move_out_duration, Easing.Out));
else
main.Scale = new Vector2(Interpolation.ValueAt(loopCurrentTime, scale_amount, 1f, move_out_duration, move_out_duration + move_in_duration, Easing.Out));
if (loopCurrentTime < move_out_duration)
side.X = Interpolation.ValueAt(loopCurrentTime, 0, move_distance, 0, move_out_duration, Easing.Out);
else
side.X = Interpolation.ValueAt(loopCurrentTime, move_distance, 0, move_out_duration, move_out_duration + move_in_duration, Easing.Out);
}
}
}