1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-21 15:53:00 +08:00
osu-lazer/osu.Game.Rulesets.Osu/Objects/Drawables/Pieces/MainCirclePiece.cs
Dean Herbert 859233526d Move circle visual implementation to new class
Allows for more precise skin control over state animations.
2019-07-25 16:09:20 +09:00

95 lines
2.9 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 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.Osu.Objects.Drawables.Pieces
{
public class MainCirclePiece : CompositeDrawable
{
private readonly CirclePiece circle;
private readonly RingPiece ring;
private readonly FlashPiece flash;
private readonly ExplodePiece explode;
private readonly NumberPiece number;
private readonly GlowPiece glow;
public MainCirclePiece(int index)
{
Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
InternalChildren = new Drawable[]
{
glow = new GlowPiece(),
circle = new CirclePiece(),
number = new NumberPiece
{
Text = (index + 1).ToString(),
},
ring = new RingPiece(),
flash = new FlashPiece(),
explode = new ExplodePiece(),
};
}
private readonly IBindable<ArmedState> state = new Bindable<ArmedState>();
private readonly Bindable<Color4> accentColour = new Bindable<Color4>();
[BackgroundDependencyLoader]
private void load(DrawableHitObject drawableObject)
{
state.BindTo(drawableObject.State);
state.BindValueChanged(updateState, true);
accentColour.BindTo(drawableObject.AccentColour);
accentColour.BindValueChanged(colour =>
{
explode.Colour = colour.NewValue;
glow.Colour = colour.NewValue;
circle.Colour = colour.NewValue;
}, true);
}
private void updateState(ValueChangedEvent<ArmedState> state)
{
glow.FadeOut(400);
switch (state.NewValue)
{
case ArmedState.Hit:
const double flash_in = 40;
const double flash_out = 100;
flash.FadeTo(0.8f, flash_in)
.Then()
.FadeOut(flash_out);
explode.FadeIn(flash_in);
this.ScaleTo(1.5f, 400, Easing.OutQuad);
using (BeginDelayedSequence(flash_in, true))
{
//after the flash, we can hide some elements that were behind it
ring.FadeOut();
circle.FadeOut();
number.FadeOut();
this.FadeOut(800);
}
break;
}
}
}
}