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osu-lazer/osu.Game/Rulesets/Judgements/DefaultJudgementPiece.cs
2022-11-27 00:00:27 +09:00

81 lines
2.4 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.
#nullable disable
using osu.Framework.Allocation;
using osu.Framework.Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Rulesets.Scoring;
using osuTK;
namespace osu.Game.Rulesets.Judgements
{
public partial class DefaultJudgementPiece : CompositeDrawable, IAnimatableJudgement
{
protected readonly HitResult Result;
protected SpriteText JudgementText { get; private set; }
[Resolved]
private OsuColour colours { get; set; }
public DefaultJudgementPiece(HitResult result)
{
Result = result;
Origin = Anchor.Centre;
}
[BackgroundDependencyLoader]
private void load()
{
AutoSizeAxes = Axes.Both;
InternalChildren = new Drawable[]
{
JudgementText = new OsuSpriteText
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Text = Result.GetDescription().ToUpperInvariant(),
Colour = colours.ForHitResult(Result),
Font = OsuFont.Numeric.With(size: 20),
Scale = new Vector2(0.85f, 1),
}
};
}
/// <summary>
/// Plays the default animation for this judgement piece.
/// </summary>
/// <remarks>
/// The base implementation only handles fade (for all result types) and misses.
/// Individual rulesets are recommended to implement their appropriate hit animations.
/// </remarks>
public virtual void PlayAnimation()
{
switch (Result)
{
case HitResult.Miss:
this.ScaleTo(1.6f);
this.ScaleTo(1, 100, Easing.In);
this.MoveTo(Vector2.Zero);
this.MoveToOffset(new Vector2(0, 100), 800, Easing.InQuint);
this.RotateTo(0);
this.RotateTo(40, 800, Easing.InQuint);
break;
}
this.FadeOutFromOne(800);
}
public Drawable GetAboveHitObjectsProxiedContent() => null;
}
}