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osu-lazer/osu.Game/Skinning/LegacyJudgementPieceOld.cs
2023-02-02 14:19:00 +09:00

94 lines
3.4 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.
using System;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Animations;
using osu.Framework.Graphics.Containers;
using osu.Framework.Utils;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring;
using osuTK;
namespace osu.Game.Skinning
{
public partial class LegacyJudgementPieceOld : CompositeDrawable, IAnimatableJudgement
{
private readonly HitResult result;
private readonly float finalScale;
private readonly bool forceTransforms;
[Resolved]
private ISkinSource skin { get; set; } = null!;
public LegacyJudgementPieceOld(HitResult result, Func<Drawable> createMainDrawable, float finalScale = 1f, bool forceTransforms = false)
{
this.result = result;
this.finalScale = finalScale;
this.forceTransforms = forceTransforms;
AutoSizeAxes = Axes.Both;
Origin = Anchor.Centre;
InternalChild = createMainDrawable();
}
public virtual void PlayAnimation()
{
var animation = InternalChild as IFramedAnimation;
animation?.GotoFrame(0);
const double fade_in_length = 120;
const double fade_out_delay = 500;
const double fade_out_length = 600;
this.FadeInFromZero(fade_in_length);
this.Delay(fade_out_delay).FadeOut(fade_out_length);
// legacy judgements don't play any transforms if they are an animation.... UNLESS they are the temporary displayed judgement from new piece.
if (animation?.FrameCount > 1 && !forceTransforms)
return;
switch (result)
{
case HitResult.Miss:
this.ScaleTo(1.6f);
this.ScaleTo(1, 100, Easing.In);
decimal? legacyVersion = skin.GetConfig<SkinConfiguration.LegacySetting, decimal>(SkinConfiguration.LegacySetting.Version)?.Value;
if (legacyVersion >= 2.0m)
{
this.MoveTo(new Vector2(0, -5));
this.MoveToOffset(new Vector2(0, 80), fade_out_delay + fade_out_length, Easing.In);
}
float rotation = RNG.NextSingle(-8.6f, 8.6f);
this.RotateTo(0);
this.RotateTo(rotation, fade_in_length)
.Then().RotateTo(rotation * 2, fade_out_delay + fade_out_length - fade_in_length, Easing.In);
break;
default:
this.ScaleTo(0.6f).Then()
.ScaleTo(1.1f, fade_in_length * 0.8f).Then() // t = 0.8
.Delay(fade_in_length * 0.2f) // t = 1.0
.ScaleTo(0.9f, fade_in_length * 0.2f).Then() // t = 1.2
// stable dictates scale of 0.9->1 over time 1.0 to 1.4, but we are already at 1.2.
// so we need to force the current value to be correct at 1.2 (0.95) then complete the
// second half of the transform.
.ScaleTo(0.95f).ScaleTo(finalScale, fade_in_length * 0.2f); // t = 1.4
break;
}
}
public Drawable GetAboveHitObjectsProxiedContent() => CreateProxy();
}
}