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https://github.com/ppy/osu.git
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216 lines
7.7 KiB
C#
216 lines
7.7 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 System;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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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.Utils;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Skinning.Default
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{
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public class DefaultSpinnerDisc : CompositeDrawable
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{
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private DrawableSpinner drawableSpinner;
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private const float initial_scale = 1.3f;
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private const float idle_alpha = 0.2f;
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private const float tracking_alpha = 0.4f;
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private Color4 normalColour;
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private Color4 completeColour;
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private SpinnerTicks ticks;
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private int wholeRotationCount;
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private readonly BindableBool complete = new BindableBool();
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private SpinnerFill fill;
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private Container mainContainer;
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private SpinnerCentreLayer centre;
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private SpinnerBackgroundLayer background;
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public DefaultSpinnerDisc()
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{
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// we are slightly bigger than our parent, to clip the top and bottom of the circle
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// this should probably be revisited when scaled spinners are a thing.
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Scale = new Vector2(initial_scale);
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours, DrawableHitObject drawableHitObject)
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{
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drawableSpinner = (DrawableSpinner)drawableHitObject;
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normalColour = colours.BlueDark;
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completeColour = colours.YellowLight;
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InternalChildren = new Drawable[]
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{
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mainContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Children = new Drawable[]
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{
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background = new SpinnerBackgroundLayer(),
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fill = new SpinnerFill
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{
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Alpha = idle_alpha,
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AccentColour = normalColour
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},
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ticks = new SpinnerTicks
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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AccentColour = normalColour
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},
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}
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},
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centre = new SpinnerCentreLayer
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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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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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complete.BindValueChanged(complete => updateComplete(complete.NewValue, 200));
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drawableSpinner.ApplyCustomUpdateState += updateStateTransforms;
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updateStateTransforms(drawableSpinner, drawableSpinner.State.Value);
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}
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protected override void Update()
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{
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base.Update();
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complete.Value = Time.Current >= drawableSpinner.Result.TimeCompleted;
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if (complete.Value)
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{
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if (checkNewRotationCount)
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{
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fill.FinishTransforms(false, nameof(Alpha));
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fill
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.FadeTo(tracking_alpha + 0.2f, 60, Easing.OutExpo)
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.Then()
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.FadeTo(tracking_alpha, 250, Easing.OutQuint);
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}
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}
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else
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{
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fill.Alpha = (float)Interpolation.Damp(fill.Alpha, drawableSpinner.RotationTracker.Tracking ? tracking_alpha : idle_alpha, 0.98f, (float)Math.Abs(Clock.ElapsedFrameTime));
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}
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const float initial_fill_scale = 0.2f;
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float targetScale = initial_fill_scale + (1 - initial_fill_scale) * drawableSpinner.Progress;
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fill.Scale = new Vector2((float)Interpolation.Lerp(fill.Scale.X, targetScale, Math.Clamp(Math.Abs(Time.Elapsed) / 100, 0, 1)));
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mainContainer.Rotation = drawableSpinner.RotationTracker.Rotation;
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}
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private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
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{
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if (!(drawableHitObject is DrawableSpinner))
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return;
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Spinner spinner = drawableSpinner.HitObject;
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using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimePreempt, true))
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{
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this.ScaleTo(initial_scale);
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this.RotateTo(0);
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using (BeginDelayedSequence(spinner.TimePreempt / 2, true))
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{
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// constant ambient rotation to give the spinner "spinning" character.
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this.RotateTo((float)(25 * spinner.Duration / 2000), spinner.TimePreempt + spinner.Duration);
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}
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using (BeginDelayedSequence(spinner.TimePreempt + spinner.Duration + drawableHitObject.Result.TimeOffset, true))
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{
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switch (state)
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{
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case ArmedState.Hit:
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this.ScaleTo(initial_scale * 1.2f, 320, Easing.Out);
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this.RotateTo(mainContainer.Rotation + 180, 320);
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break;
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case ArmedState.Miss:
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this.ScaleTo(initial_scale * 0.8f, 320, Easing.In);
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break;
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}
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}
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}
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using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimePreempt, true))
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{
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centre.ScaleTo(0);
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mainContainer.ScaleTo(0);
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using (BeginDelayedSequence(spinner.TimePreempt / 2, true))
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{
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centre.ScaleTo(0.3f, spinner.TimePreempt / 4, Easing.OutQuint);
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mainContainer.ScaleTo(0.2f, spinner.TimePreempt / 4, Easing.OutQuint);
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using (BeginDelayedSequence(spinner.TimePreempt / 2, true))
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{
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centre.ScaleTo(0.5f, spinner.TimePreempt / 2, Easing.OutQuint);
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mainContainer.ScaleTo(1, spinner.TimePreempt / 2, Easing.OutQuint);
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}
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}
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}
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// transforms we have from completing the spinner will be rolled back, so reapply immediately.
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using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimePreempt, true))
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updateComplete(state == ArmedState.Hit, 0);
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}
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private void updateComplete(bool complete, double duration)
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{
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var colour = complete ? completeColour : normalColour;
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ticks.FadeAccent(colour.Darken(1), duration);
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fill.FadeAccent(colour.Darken(1), duration);
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background.FadeAccent(colour, duration);
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centre.FadeAccent(colour, duration);
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}
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private bool checkNewRotationCount
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{
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get
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{
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int rotations = (int)(drawableSpinner.Result.RateAdjustedRotation / 360);
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if (wholeRotationCount == rotations) return false;
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wholeRotationCount = rotations;
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return true;
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}
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (drawableSpinner != null)
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drawableSpinner.ApplyCustomUpdateState -= updateStateTransforms;
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}
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}
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}
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