mirror of
https://github.com/ppy/osu.git
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c9ba1ac4f6
Also adds transition, uses IHasCurrentValue, combines Mod TestCases and more.
108 lines
3.6 KiB
C#
108 lines
3.6 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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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.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects.Drawables;
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using OpenTK;
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using OpenTK.Graphics;
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namespace osu.Game.Screens.Play.HUD
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{
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public class StandardHealthDisplay : HealthDisplay, IHasAccentColour
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{
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/// <summary>
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/// The base opacity of the glow.
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/// </summary>
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private const float base_glow_opacity = 0.6f;
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/// <summary>
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/// The number of sequential hits required within <see cref="glow_fade_delay"/> to reach the maximum glow opacity.
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/// </summary>
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private const int glow_max_hits = 8;
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/// <summary>
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/// The amount of time to delay before fading the glow opacity back to <see cref="base_glow_opacity"/>.
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/// <para>
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/// This is calculated to require a stream snapped to 1/4 at 150bpm to reach the maximum glow opacity with <see cref="glow_max_hits"/> hits.
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/// </para>
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/// </summary>
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private const float glow_fade_delay = 100;
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/// <summary>
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/// The amount of time to fade the glow to <see cref="base_glow_opacity"/> after <see cref="glow_fade_delay"/>.
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/// </summary>
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private const double glow_fade_time = 500;
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private readonly Container fill;
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public Color4 AccentColour
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{
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get { return fill.Colour; }
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set { fill.Colour = value; }
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}
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private Color4 glowColour;
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public Color4 GlowColour
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{
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get { return 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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fill.EdgeEffect = new EdgeEffect
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{
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Colour = glowColour.Opacity(base_glow_opacity),
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Radius = 8,
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Roundness = 4,
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Type = EdgeEffectType.Glow,
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};
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}
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}
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public StandardHealthDisplay()
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{
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.Black,
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},
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fill = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(0, 1),
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Masking = true,
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Children = new[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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}
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}
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},
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};
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}
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public void Flash(Judgement judgement)
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{
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if (judgement.Result == HitResult.Miss)
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return;
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fill.FadeEdgeEffectTo(Math.Min(1, fill.EdgeEffect.Colour.Linear.A + (1f - base_glow_opacity) / glow_max_hits), 50, EasingTypes.OutQuint);
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fill.Delay(glow_fade_delay);
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fill.FadeEdgeEffectTo(base_glow_opacity, glow_fade_time, EasingTypes.OutQuint);
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}
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protected override void SetHealth(float value) => fill.ResizeTo(new Vector2(value, 1), 200, EasingTypes.OutQuint);
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}
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}
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