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https://github.com/ppy/osu.git
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a15828ab25
Removes reliance on string lookups and better defines elements for introduction into database
97 lines
3.2 KiB
C#
97 lines
3.2 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 osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using osuTK;
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using osuTK.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Skinning;
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using osu.Framework.Graphics.Containers;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableSliderTick : DrawableOsuHitObject, IRequireTracking
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{
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public const double ANIM_DURATION = 150;
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private const float default_tick_size = 16;
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public bool Tracking { get; set; }
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public override bool DisplayResult => false;
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private readonly SkinnableDrawable scaleContainer;
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public DrawableSliderTick(SliderTick sliderTick)
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: base(sliderTick)
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{
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Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
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Origin = Anchor.Centre;
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InternalChild = scaleContainer = new SkinnableDrawable(new OsuSkinComponent(OsuSkinComponents.SliderScorePoint), _ => new CircularContainer
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{
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Masking = true,
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Origin = Anchor.Centre,
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Size = new Vector2(default_tick_size),
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BorderThickness = default_tick_size / 4,
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BorderColour = Color4.White,
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Child = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = AccentColour.Value,
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Alpha = 0.3f,
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}
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})
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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};
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}
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private readonly IBindable<float> scaleBindable = new Bindable<float>();
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[BackgroundDependencyLoader]
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private void load()
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{
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scaleBindable.BindValueChanged(scale => scaleContainer.Scale = new Vector2(scale.NewValue), true);
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scaleBindable.BindTo(HitObject.ScaleBindable);
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}
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
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if (timeOffset >= 0)
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ApplyResult(r => r.Type = Tracking ? HitResult.Great : HitResult.Miss);
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}
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protected override void UpdateInitialTransforms()
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{
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this.FadeOut().FadeIn(ANIM_DURATION);
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this.ScaleTo(0.5f).ScaleTo(1f, ANIM_DURATION * 4, Easing.OutElasticHalf);
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}
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protected override void UpdateStateTransforms(ArmedState state)
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{
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switch (state)
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{
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case ArmedState.Idle:
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this.Delay(HitObject.TimePreempt).FadeOut();
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break;
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case ArmedState.Miss:
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this.FadeOut(ANIM_DURATION);
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this.FadeColour(Color4.Red, ANIM_DURATION / 2);
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break;
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case ArmedState.Hit:
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this.FadeOut(ANIM_DURATION, Easing.OutQuint);
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this.ScaleTo(Scale * 1.5f, ANIM_DURATION, Easing.Out);
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break;
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}
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}
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}
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}
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