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osu-lazer/osu.Game.Rulesets.Catch/Skinning/Default/PulpFormation.cs
2020-12-07 12:34:38 +09:00

44 lines
1.5 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.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Objects.Drawables;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Catch.Objects.Drawables.Pieces
{
public abstract class PulpFormation : CompositeDrawable
{
protected readonly IBindable<Color4> AccentColour = new Bindable<Color4>();
protected const float LARGE_PULP_3 = 16f * FruitPiece.RADIUS_ADJUST;
protected const float DISTANCE_FROM_CENTRE_3 = 0.15f;
protected const float LARGE_PULP_4 = LARGE_PULP_3 * 0.925f;
protected const float DISTANCE_FROM_CENTRE_4 = DISTANCE_FROM_CENTRE_3 / 0.925f;
protected const float SMALL_PULP = LARGE_PULP_3 / 2;
protected PulpFormation()
{
RelativeSizeAxes = Axes.Both;
}
protected static Vector2 PositionAt(float angle, float distance) => new Vector2(
distance * MathF.Sin(angle * MathF.PI / 180),
distance * MathF.Cos(angle * MathF.PI / 180));
[BackgroundDependencyLoader]
private void load(DrawableHitObject drawableObject)
{
DrawableCatchHitObject drawableCatchObject = (DrawableCatchHitObject)drawableObject;
AccentColour.BindTo(drawableCatchObject.AccentColour);
}
}
}