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osu-lazer/osu.Game.Rulesets.Osu/Skinning/Legacy/LegacyOldStyleSpinner.cs
2022-11-27 00:00:27 +09:00

134 lines
4.9 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.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Utils;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Skinning;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.Skinning.Legacy
{
/// <summary>
/// Legacy skinned spinner with one main spinning layer and a background layer.
/// </summary>
public partial class LegacyOldStyleSpinner : LegacySpinner
{
private Sprite disc = null!;
private Sprite metreSprite = null!;
private Container metre = null!;
private bool spinnerBlink;
private const float final_metre_height = 692 * SPRITE_SCALE;
[BackgroundDependencyLoader]
private void load(ISkinSource source)
{
spinnerBlink = source.GetConfig<OsuSkinConfiguration, bool>(OsuSkinConfiguration.SpinnerNoBlink)?.Value != true;
AddRangeInternal(new[]
{
new Sprite
{
Anchor = Anchor.TopCentre,
Origin = Anchor.Centre,
Texture = source.GetTexture("spinner-background"),
Colour = source.GetConfig<OsuSkinColour, Color4>(OsuSkinColour.SpinnerBackground)?.Value ?? new Color4(100, 100, 100, 255),
Scale = new Vector2(SPRITE_SCALE),
Y = SPINNER_Y_CENTRE,
},
disc = new Sprite
{
Anchor = Anchor.TopCentre,
Origin = Anchor.Centre,
Texture = source.GetTexture("spinner-circle"),
Scale = new Vector2(SPRITE_SCALE),
Y = SPINNER_Y_CENTRE,
},
metre = new Container
{
AutoSizeAxes = Axes.Both,
// this anchor makes no sense, but that's what stable uses.
Anchor = Anchor.TopLeft,
Origin = Anchor.TopLeft,
Margin = new MarginPadding { Top = SPINNER_TOP_OFFSET },
Masking = true,
Child = metreSprite = new Sprite
{
Texture = source.GetTexture("spinner-metre"),
Anchor = Anchor.TopLeft,
Origin = Anchor.TopLeft,
Scale = new Vector2(SPRITE_SCALE)
}
},
ApproachCircle = new Sprite
{
Anchor = Anchor.TopCentre,
Origin = Anchor.Centre,
Texture = source.GetTexture("spinner-approachcircle"),
Scale = new Vector2(SPRITE_SCALE * 1.86f),
Y = SPINNER_Y_CENTRE,
}
});
}
protected override void UpdateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
{
base.UpdateStateTransforms(drawableHitObject, state);
if (!(drawableHitObject is DrawableSpinner d))
return;
Spinner spinner = d.HitObject;
using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimePreempt))
this.FadeOut();
using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimeFadeIn / 2))
this.FadeInFromZero(spinner.TimeFadeIn / 2);
}
protected override void Update()
{
base.Update();
disc.Rotation = DrawableSpinner.RotationTracker.Rotation;
// careful: need to call this exactly once for all calculations in a frame
// as the function has a random factor in it
float metreHeight = getMetreHeight(DrawableSpinner.Progress);
// hack to make the metre blink up from below than down from above.
// move down the container to be able to apply masking for the metre,
// and then move the sprite back up the same amount to keep its position absolute.
metre.Y = final_metre_height - metreHeight;
metreSprite.Y = -metre.Y;
}
private const int total_bars = 10;
private float getMetreHeight(float progress)
{
progress *= 100;
// the spinner should still blink at 100% progress.
if (spinnerBlink)
progress = Math.Min(99, progress);
int barCount = (int)progress / 10;
if (spinnerBlink && RNG.NextBool(((int)progress % 10) / 10f))
barCount++;
return (float)barCount / total_bars * final_metre_height;
}
}
}