1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-11 15:47:26 +08:00
osu-lazer/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSliderTick.cs
2020-11-05 13:51:46 +09:00

95 lines
3.0 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 osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using osuTK;
using osuTK.Graphics;
using osu.Framework.Graphics.Shapes;
using osu.Game.Skinning;
using osu.Framework.Graphics.Containers;
namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
public class DrawableSliderTick : DrawableOsuHitObject, IRequireTracking
{
public const double ANIM_DURATION = 150;
private const float default_tick_size = 16;
public bool Tracking { get; set; }
public override bool DisplayResult => false;
private SkinnableDrawable scaleContainer;
public DrawableSliderTick(SliderTick sliderTick)
: base(sliderTick)
{
}
[BackgroundDependencyLoader]
private void load()
{
Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
Origin = Anchor.Centre;
InternalChild = scaleContainer = new SkinnableDrawable(new OsuSkinComponent(OsuSkinComponents.SliderScorePoint), _ => new CircularContainer
{
Masking = true,
Origin = Anchor.Centre,
Size = new Vector2(default_tick_size),
BorderThickness = default_tick_size / 4,
BorderColour = Color4.White,
Child = new Box
{
RelativeSizeAxes = Axes.Both,
Colour = AccentColour.Value,
Alpha = 0.3f,
}
})
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
};
ScaleBindable.BindValueChanged(scale => scaleContainer.Scale = new Vector2(scale.NewValue), true);
}
protected override void CheckForResult(bool userTriggered, double timeOffset)
{
if (timeOffset >= 0)
ApplyResult(r => r.Type = Tracking ? r.Judgement.MaxResult : r.Judgement.MinResult);
}
protected override void UpdateInitialTransforms()
{
this.FadeOut().FadeIn(ANIM_DURATION);
this.ScaleTo(0.5f).ScaleTo(1f, ANIM_DURATION * 4, Easing.OutElasticHalf);
}
protected override void UpdateStateTransforms(ArmedState state)
{
base.UpdateStateTransforms(state);
switch (state)
{
case ArmedState.Idle:
this.Delay(HitObject.TimePreempt).FadeOut();
break;
case ArmedState.Miss:
this.FadeOut(ANIM_DURATION);
this.FadeColour(Color4.Red, ANIM_DURATION / 2);
break;
case ArmedState.Hit:
this.FadeOut(ANIM_DURATION, Easing.OutQuint);
this.ScaleTo(Scale * 1.5f, ANIM_DURATION, Easing.Out);
break;
}
}
}
}