mirror of
https://github.com/ppy/osu.git
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949ab4e0d3
Also fixes counter rewinding issue and does optimizations.
91 lines
2.9 KiB
C#
91 lines
2.9 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.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects.Drawables;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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{
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/// <summary>
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/// A component that tracks spinner spins and add bonus score for it.
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/// </summary>
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public class SpinnerBonusComponent : CompositeDrawable
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{
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private readonly DrawableSpinner drawableSpinner;
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private readonly Container<DrawableSpinnerTick> ticks;
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private readonly OsuSpriteText bonusCounter;
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public SpinnerBonusComponent(DrawableSpinner drawableSpinner, Container<DrawableSpinnerTick> ticks)
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{
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this.drawableSpinner = drawableSpinner;
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this.ticks = ticks;
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drawableSpinner.OnNewResult += onNewResult;
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AutoSizeAxes = Axes.Both;
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InternalChild = bonusCounter = new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Font = OsuFont.Numeric.With(size: 24),
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Alpha = 0,
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};
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}
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private int currentSpins;
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public void UpdateRotation(double rotation)
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{
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if (ticks.Count == 0)
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return;
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int spinsRequired = ((Spinner)drawableSpinner.HitObject).SpinsRequired;
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int newSpins = Math.Clamp((int)(rotation / 360), 0, ticks.Count - 1);
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int direction = Math.Sign(newSpins - currentSpins);
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while (currentSpins != newSpins)
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{
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var tick = ticks[currentSpins];
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if (direction >= 0)
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{
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tick.HasBonusPoints = currentSpins > spinsRequired;
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tick.TriggerResult(true);
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}
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if (tick.HasBonusPoints)
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{
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bonusCounter.Text = $"{1000 * (currentSpins - spinsRequired)}";
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bonusCounter.FadeOutFromOne(1500);
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bonusCounter.ScaleTo(1.5f).Then().ScaleTo(1f, 1000, Easing.OutQuint);
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}
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currentSpins += direction;
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}
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}
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private void onNewResult(DrawableHitObject hitObject, JudgementResult result)
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{
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if (!result.HasResult || hitObject != drawableSpinner)
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return;
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// Trigger a miss result for remaining ticks to avoid infinite gameplay.
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foreach (var tick in ticks.Where(t => !t.IsHit))
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tick.TriggerResult(false);
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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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drawableSpinner.OnNewResult -= onNewResult;
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}
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}
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}
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