mirror of
https://github.com/ppy/osu.git
synced 2024-12-18 05:06:14 +08:00
53 lines
2.1 KiB
C#
53 lines
2.1 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.Game.Rulesets.UI.Scrolling;
|
|
using osu.Game.Screens.Play.HUD;
|
|
|
|
namespace osu.Game.Rulesets.Mania.Skinning.Argon
|
|
{
|
|
public partial class ArgonManiaComboCounter : ArgonComboCounter
|
|
{
|
|
protected override bool DisplayXSymbol => false;
|
|
|
|
[Resolved]
|
|
private IScrollingInfo scrollingInfo { get; set; } = null!;
|
|
|
|
private IBindable<ScrollingDirection> direction = null!;
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
|
|
// the logic of flipping the position of the combo counter w.r.t. the direction does not work with "Closest" anchor,
|
|
// because it always forces the anchor to be top or bottom based on scrolling direction.
|
|
UsesFixedAnchor = true;
|
|
|
|
direction = scrollingInfo.Direction.GetBoundCopy();
|
|
direction.BindValueChanged(_ => updateAnchor());
|
|
|
|
// two schedules are required so that updateAnchor is executed in the next frame,
|
|
// which is when the combo counter receives its Y position by the default layout in ArgonManiaSkinTransformer.
|
|
Schedule(() => Schedule(updateAnchor));
|
|
}
|
|
|
|
private void updateAnchor()
|
|
{
|
|
// if the anchor isn't a vertical center, set top or bottom anchor based on scroll direction
|
|
if (Anchor.HasFlag(Anchor.y1))
|
|
return;
|
|
|
|
Anchor &= ~(Anchor.y0 | Anchor.y2);
|
|
Anchor |= direction.Value == ScrollingDirection.Up ? Anchor.y2 : Anchor.y0;
|
|
|
|
// change the sign of the Y coordinate in line with the scrolling direction.
|
|
// i.e. if the user changes direction from down to up, the anchor is changed from top to bottom, and the Y is flipped from positive to negative here.
|
|
Y = Math.Abs(Y) * (direction.Value == ScrollingDirection.Up ? -1 : 1);
|
|
}
|
|
}
|
|
}
|