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c69a4f9333
Of note, this removes the "major" barline triangles from legacy skins. I think this is more correct, as they did not display in stable.
73 lines
2.0 KiB
C#
73 lines
2.0 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 osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Skinning.Default;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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/// <summary>
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/// A line that scrolls alongside hit objects in the playfield and visualises control points.
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/// </summary>
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public class DrawableBarLine : DrawableHitObject<HitObject>
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{
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public new BarLine HitObject => (BarLine)base.HitObject;
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/// <summary>
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/// The width of the line tracker.
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/// </summary>
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private const float tracker_width = 2f;
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public readonly Bindable<bool> Major = new Bindable<bool>();
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public DrawableBarLine()
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: this(null)
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{
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}
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public DrawableBarLine(BarLine? barLine)
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: base(barLine!)
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{
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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Anchor = Anchor.CentreLeft;
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Origin = Anchor.Centre;
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RelativeSizeAxes = Axes.Y;
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Width = tracker_width;
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AddInternal(new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.BarLine), _ => new DefaultBarLine())
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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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protected override void OnApply()
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{
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base.OnApply();
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Major.BindTo(HitObject.MajorBindable);
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}
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protected override void OnFree()
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{
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base.OnFree();
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Major.UnbindFrom(HitObject.MajorBindable);
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}
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protected override void UpdateHitStateTransforms(ArmedState state)
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{
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using (BeginAbsoluteSequence(HitObject.StartTime))
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this.FadeOutFromOne(150).Expire();
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}
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}
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}
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