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osu-lazer/osu.Game.Rulesets.Taiko/Skinning/Legacy/LegacySwell.cs
Nathan Du e794389fe8 further adjust swell behavior
The outstanding visual issues of the clear animation is fixed. The
HandleUserInput state management is removed as it no longer seems
necessary.
2025-02-01 13:34:52 +08:00

184 lines
6.9 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.Graphics;
using osu.Framework.Allocation;
using osu.Framework.Graphics.Containers;
using osu.Game.Skinning;
using osu.Framework.Graphics.Sprites;
using osu.Game.Rulesets.Taiko.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Framework.Audio.Sample;
using osu.Game.Audio;
using osuTK;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Framework.Extensions.ObjectExtensions;
using System;
namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
{
public partial class LegacySwell : Container
{
private DrawableSwell drawableSwell = null!;
private Container bodyContainer = null!;
private Sprite warning = null!;
private Sprite spinnerCircle = null!;
private Sprite approachCircle = null!;
private Sprite clearAnimation = null!;
private ISample? clearSample;
private LegacySpriteText remainingHitsText = null!;
private bool samplePlayed;
public LegacySwell()
{
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
RelativeSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader]
private void load(DrawableHitObject hitObject, ISkinSource skin, SkinManager skinManager)
{
Children = new Drawable[]
{
warning = new Sprite
{
Texture = skin.GetTexture("spinner-warning"),
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Scale = skin.GetTexture("spinner-warning") != null ? Vector2.One : new Vector2(0.18f),
},
new Container
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Position = new Vector2(200f, 100f),
Children = new Drawable[]
{
bodyContainer = new Container
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Alpha = 0,
Children = new Drawable[]
{
spinnerCircle = new Sprite
{
Texture = skin.GetTexture("spinner-circle"),
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Scale = new Vector2(0.8f),
},
approachCircle = new Sprite
{
Texture = skin.GetTexture("spinner-approachcircle"),
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Scale = new Vector2(1.86f * 0.8f),
},
remainingHitsText = new LegacySpriteText(LegacyFont.Combo)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Position = new Vector2(0f, 165f),
Scale = Vector2.One,
},
}
},
clearAnimation = new Sprite
{
Texture = skin.GetTexture("spinner-osu"),
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Alpha = 0,
},
},
},
};
drawableSwell = (DrawableSwell)hitObject;
drawableSwell.UpdateHitProgress += animateSwellProgress;
drawableSwell.ApplyCustomUpdateState += updateStateTransforms;
clearSample = skin.GetSample(new SampleInfo("spinner-osu"));
}
private void animateSwellProgress(int numHits, int requiredHits)
{
remainingHitsText.Text = $"{requiredHits - numHits}";
remainingHitsText.ScaleTo(1.6f - (0.6f * ((float)numHits / requiredHits)), 60, Easing.OutQuad);
spinnerCircle.ClearTransforms();
spinnerCircle
.RotateTo(180f * numHits, 1000, Easing.OutQuint)
.ScaleTo(Math.Min(0.94f, spinnerCircle.Scale.X + 0.02f))
.ScaleTo(0.8f, 400, Easing.OutQuad);
}
private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
{
if (!(drawableHitObject is DrawableSwell))
return;
Swell swell = drawableSwell.HitObject;
using (BeginAbsoluteSequence(swell.StartTime))
{
if (state == ArmedState.Idle)
{
remainingHitsText.Text = $"{swell.RequiredHits}";
samplePlayed = false;
}
const double body_transition_duration = 100;
warning.FadeOut(body_transition_duration);
bodyContainer.FadeIn(body_transition_duration);
approachCircle.ResizeTo(0.1f * 0.8f, swell.Duration);
}
using (BeginAbsoluteSequence(drawableSwell.HitStateUpdateTime))
{
const double clear_transition_duration = 300;
const double clear_fade_in = 120;
bodyContainer
.FadeOut(clear_transition_duration, Easing.OutQuad)
.ScaleTo(1.05f, clear_transition_duration, Easing.OutQuad);
if (state == ArmedState.Hit)
{
if (!samplePlayed)
{
clearSample?.Play();
samplePlayed = true;
}
clearAnimation
.FadeIn(clear_fade_in)
.MoveTo(new Vector2(0, 0))
.ScaleTo(0.4f)
.MoveTo(new Vector2(0, -90), clear_fade_in * 2, Easing.OutQuad)
.ScaleTo(1f, clear_fade_in * 2, Easing.Out)
.Delay(clear_fade_in * 3)
.FadeOut(clear_fade_in * 2.5);
}
}
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (drawableSwell.IsNotNull())
{
drawableSwell.UpdateHitProgress -= animateSwellProgress;
drawableSwell.ApplyCustomUpdateState -= updateStateTransforms;
}
}
}
}