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195 lines
6.7 KiB
C#
195 lines
6.7 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 System;
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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.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
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using osuTK;
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using osu.Game.Rulesets.Scoring;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableHitCircle : DrawableOsuHitObject, IDrawableHitObjectWithProxiedApproach
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{
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public ApproachCircle ApproachCircle;
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private readonly CirclePiece circle;
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private readonly RingPiece ring;
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private readonly FlashPiece flash;
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private readonly ExplodePiece explode;
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private readonly NumberPiece number;
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private readonly GlowPiece glow;
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private readonly IBindable<Vector2> positionBindable = new Bindable<Vector2>();
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private readonly IBindable<int> stackHeightBindable = new Bindable<int>();
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private readonly IBindable<float> scaleBindable = new Bindable<float>();
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public OsuAction? HitAction => circle.HitAction;
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private readonly Container explodeContainer;
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private readonly Container scaleContainer;
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public DrawableHitCircle(HitCircle h)
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: base(h)
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{
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Origin = Anchor.Centre;
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Position = HitObject.StackedPosition;
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InternalChildren = new Drawable[]
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{
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scaleContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Origin = Anchor.Centre,
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Anchor = Anchor.Centre,
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Child = explodeContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Origin = Anchor.Centre,
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Anchor = Anchor.Centre,
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Children = new Drawable[]
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{
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glow = new GlowPiece(),
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circle = new CirclePiece
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{
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Hit = () =>
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{
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if (AllJudged)
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return false;
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UpdateResult(true);
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return true;
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},
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},
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number = new NumberPiece
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{
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Text = (HitObject.IndexInCurrentCombo + 1).ToString(),
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},
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ring = new RingPiece(),
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flash = new FlashPiece(),
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explode = new ExplodePiece(),
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ApproachCircle = new ApproachCircle
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{
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Alpha = 0,
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Scale = new Vector2(4),
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}
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}
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}
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},
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};
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//may not be so correct
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Size = circle.DrawSize;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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positionBindable.BindValueChanged(_ => Position = HitObject.StackedPosition);
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stackHeightBindable.BindValueChanged(_ => Position = HitObject.StackedPosition);
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scaleBindable.BindValueChanged(scale => scaleContainer.Scale = new Vector2(scale.NewValue), true);
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positionBindable.BindTo(HitObject.PositionBindable);
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stackHeightBindable.BindTo(HitObject.StackHeightBindable);
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scaleBindable.BindTo(HitObject.ScaleBindable);
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}
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public override Color4 AccentColour
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{
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get => base.AccentColour;
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set
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{
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base.AccentColour = value;
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explode.Colour = AccentColour;
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glow.Colour = AccentColour;
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circle.Colour = AccentColour;
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ApproachCircle.Colour = AccentColour;
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}
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}
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
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if (!userTriggered)
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{
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if (!HitObject.HitWindows.CanBeHit(timeOffset))
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ApplyResult(r => r.Type = HitResult.Miss);
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return;
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}
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var result = HitObject.HitWindows.ResultFor(timeOffset);
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if (result == HitResult.None)
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{
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Shake(Math.Abs(timeOffset) - HitObject.HitWindows.HalfWindowFor(HitResult.Miss));
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return;
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}
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ApplyResult(r => r.Type = result);
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}
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protected override void UpdatePreemptState()
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{
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base.UpdatePreemptState();
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ApproachCircle.FadeIn(Math.Min(HitObject.TimeFadeIn * 2, HitObject.TimePreempt));
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ApproachCircle.ScaleTo(1.1f, HitObject.TimePreempt);
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ApproachCircle.Expire(true);
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}
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protected override void UpdateCurrentState(ArmedState state)
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{
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glow.FadeOut(400);
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switch (state)
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{
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case ArmedState.Idle:
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this.Delay(HitObject.TimePreempt).FadeOut(500);
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Expire(true);
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circle.HitAction = null;
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// override lifetime end as FadeIn may have been changed externally, causing out expiration to be too early.
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LifetimeEnd = HitObject.StartTime + HitObject.HitWindows.HalfWindowFor(HitResult.Miss);
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break;
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case ArmedState.Miss:
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ApproachCircle.FadeOut(50);
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this.FadeOut(100);
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Expire();
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break;
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case ArmedState.Hit:
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ApproachCircle.FadeOut(50);
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const double flash_in = 40;
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flash.FadeTo(0.8f, flash_in)
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.Then()
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.FadeOut(100);
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explode.FadeIn(flash_in);
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using (BeginDelayedSequence(flash_in, true))
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{
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//after the flash, we can hide some elements that were behind it
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ring.FadeOut();
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circle.FadeOut();
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number.FadeOut();
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this.FadeOut(800);
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explodeContainer.ScaleTo(1.5f, 400, Easing.OutQuad);
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}
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Expire();
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break;
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}
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}
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public Drawable ProxiedLayer => ApproachCircle;
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}
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}
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