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8e20f90ed5
The animation is always the same when a replay is rewound or a beatmap is played multiple times.
130 lines
4.6 KiB
C#
130 lines
4.6 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.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.Effects;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Objects.Pooling;
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using osu.Game.Utils;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Catch.UI
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{
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public class HitExplosion : PoolableDrawableWithLifetime<HitExplosionEntry>
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{
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private readonly CircularContainer largeFaint;
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private readonly CircularContainer smallFaint;
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private readonly CircularContainer directionalGlow1;
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private readonly CircularContainer directionalGlow2;
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public HitExplosion()
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{
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Size = new Vector2(20);
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Anchor = Anchor.TopCentre;
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Origin = Anchor.BottomCentre;
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// scale roughly in-line with visual appearance of notes
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const float initial_height = 10;
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InternalChildren = new Drawable[]
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{
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largeFaint = new CircularContainer
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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Blending = BlendingParameters.Additive,
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},
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smallFaint = new CircularContainer
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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Blending = BlendingParameters.Additive,
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},
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directionalGlow1 = new CircularContainer
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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Size = new Vector2(0.01f, initial_height),
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Blending = BlendingParameters.Additive,
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},
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directionalGlow2 = new CircularContainer
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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Size = new Vector2(0.01f, initial_height),
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Blending = BlendingParameters.Additive,
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}
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};
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}
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protected override void OnApply(HitExplosionEntry entry)
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{
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X = entry.Position;
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Scale = new Vector2(entry.Scale);
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setColour(entry.ObjectColour);
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using (BeginAbsoluteSequence(entry.LifetimeStart))
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applyTransforms(entry.RNGSeed);
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}
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private void applyTransforms(int randomSeed)
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{
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ClearTransforms(true);
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const double duration = 400;
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// we want our size to be very small so the glow dominates it.
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largeFaint.Size = new Vector2(0.8f);
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largeFaint
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.ResizeTo(largeFaint.Size * new Vector2(5, 1), duration, Easing.OutQuint)
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.FadeOut(duration * 2);
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const float angle_variangle = 15; // should be less than 45
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directionalGlow1.Rotation = StatelessRNG.NextSingle(-angle_variangle, angle_variangle, randomSeed, 4);
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directionalGlow2.Rotation = StatelessRNG.NextSingle(-angle_variangle, angle_variangle, randomSeed, 5);
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this.FadeInFromZero(50).Then().FadeOut(duration, Easing.Out).Expire();
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}
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private void setColour(Color4 objectColour)
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{
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const float roundness = 100;
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largeFaint.EdgeEffect = new EdgeEffectParameters
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{
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Type = EdgeEffectType.Glow,
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Colour = Interpolation.ValueAt(0.1f, objectColour, Color4.White, 0, 1).Opacity(0.3f),
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Roundness = 160,
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Radius = 200,
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};
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smallFaint.EdgeEffect = new EdgeEffectParameters
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{
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Type = EdgeEffectType.Glow,
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Colour = Interpolation.ValueAt(0.6f, objectColour, Color4.White, 0, 1),
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Roundness = 20,
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Radius = 50,
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};
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directionalGlow1.EdgeEffect = directionalGlow2.EdgeEffect = new EdgeEffectParameters
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{
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Type = EdgeEffectType.Glow,
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Colour = Interpolation.ValueAt(0.4f, objectColour, Color4.White, 0, 1),
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Roundness = roundness,
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Radius = 40,
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};
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}
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}
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}
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