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osu-lazer/osu.Game/Screens/Menu/MenuSideFlashes.cs
2018-06-06 20:16:20 +09:00

103 lines
3.9 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK.Graphics;
using osu.Framework.Allocation;
using osu.Framework.Audio.Track;
using osu.Framework.Configuration;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Shapes;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using System;
namespace osu.Game.Screens.Menu
{
public class MenuSideFlashes : BeatSyncedContainer
{
public override bool HandleKeyboardInput => false;
public override bool HandleMouseInput => false;
private readonly IBindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
private Box leftBox;
private Box rightBox;
private const float amplitude_dead_zone = 0.25f;
private const float alpha_multiplier = (1 - amplitude_dead_zone) / 0.55f;
private const float kiai_multiplier = (1 - amplitude_dead_zone * 0.95f) / 0.8f;
private const int box_max_alpha = 200;
private const double box_fade_in_time = 65;
private const int box_width = 200;
public MenuSideFlashes()
{
EarlyActivationMilliseconds = box_fade_in_time;
RelativeSizeAxes = Axes.Both;
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
}
[BackgroundDependencyLoader]
private void load(IBindableBeatmap beatmap, OsuColour colours)
{
this.beatmap.BindTo(beatmap);
// linear colour looks better in this case, so let's use it for now.
Color4 gradientDark = colours.Blue.Opacity(0).ToLinear();
Color4 gradientLight = colours.Blue.Opacity(0.6f).ToLinear();
Children = new Drawable[]
{
leftBox = new Box
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
RelativeSizeAxes = Axes.Y,
Width = box_width * 2,
// align off-screen to make sure our edges don't become visible during parallax.
X = -box_width,
Alpha = 0,
Blending = BlendingMode.Additive,
Colour = ColourInfo.GradientHorizontal(gradientLight, gradientDark)
},
rightBox = new Box
{
Anchor = Anchor.CentreRight,
Origin = Anchor.CentreRight,
RelativeSizeAxes = Axes.Y,
Width = box_width * 2,
X = box_width,
Alpha = 0,
Blending = BlendingMode.Additive,
Colour = ColourInfo.GradientHorizontal(gradientDark, gradientLight)
}
};
}
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
{
if (beatIndex < 0)
return;
if (effectPoint.KiaiMode ? beatIndex % 2 == 0 : beatIndex % (int)timingPoint.TimeSignature == 0)
flash(leftBox, timingPoint.BeatLength, effectPoint.KiaiMode, amplitudes);
if (effectPoint.KiaiMode ? beatIndex % 2 == 1 : beatIndex % (int)timingPoint.TimeSignature == 0)
flash(rightBox, timingPoint.BeatLength, effectPoint.KiaiMode, amplitudes);
}
private void flash(Drawable d, double beatLength, bool kiai, TrackAmplitudes amplitudes)
{
d.FadeTo(Math.Max(0, ((d.Equals(leftBox) ? amplitudes.LeftChannel : amplitudes.RightChannel) - amplitude_dead_zone) / (kiai ? kiai_multiplier : alpha_multiplier)), box_fade_in_time)
.Then()
.FadeOut(beatLength, Easing.In);
}
}
}