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92 lines
3.2 KiB
C#
92 lines
3.2 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.Game.Rulesets.UI.Scrolling;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Mania.Skinning.Legacy
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{
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public partial class LegacyManiaComboCounter : LegacyComboCounter
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{
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[BackgroundDependencyLoader]
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private void load(ISkinSource skin)
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{
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DisplayedCountText.Anchor = Anchor.Centre;
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DisplayedCountText.Origin = Anchor.Centre;
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PopOutCountText.Anchor = Anchor.Centre;
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PopOutCountText.Origin = Anchor.Centre;
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PopOutCountText.Colour = skin.GetManiaSkinConfig<Color4>(LegacyManiaSkinConfigurationLookups.ComboBreakColour)?.Value ?? Color4.Red;
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}
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[Resolved]
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private IScrollingInfo scrollingInfo { get; set; } = null!;
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private IBindable<ScrollingDirection> direction = null!;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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direction = scrollingInfo.Direction.GetBoundCopy();
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direction.BindValueChanged(_ => updateAnchor());
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// two schedules are required so that updateAnchor is executed in the next frame,
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// which is when the combo counter receives its Y position by the default layout in LegacyManiaSkinTransformer.
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Schedule(() => Schedule(updateAnchor));
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}
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private void updateAnchor()
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{
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// if the anchor isn't a vertical center, set top or bottom anchor based on scroll direction
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if (Anchor.HasFlag(Anchor.y1))
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return;
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Anchor &= ~(Anchor.y0 | Anchor.y2);
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Anchor |= direction.Value == ScrollingDirection.Up ? Anchor.y2 : Anchor.y0;
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// change the sign of the Y coordinate in line with the scrolling direction.
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// i.e. if the user changes direction from down to up, the anchor is changed from top to bottom, and the Y is flipped from positive to negative here.
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Y = Math.Abs(Y) * (direction.Value == ScrollingDirection.Up ? -1 : 1);
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}
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protected override void OnCountIncrement()
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{
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base.OnCountIncrement();
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PopOutCountText.Hide();
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DisplayedCountText.ScaleTo(new Vector2(1f, 1.4f))
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.ScaleTo(new Vector2(1f), 300, Easing.Out)
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.FadeIn(120);
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}
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protected override void OnCountChange()
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{
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base.OnCountChange();
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PopOutCountText.Hide();
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DisplayedCountText.ScaleTo(1f);
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}
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protected override void OnCountRolling()
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{
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if (DisplayedCount > 0)
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{
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PopOutCountText.Text = FormatCount(DisplayedCount);
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PopOutCountText.FadeTo(0.8f).FadeOut(200)
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.ScaleTo(1f).ScaleTo(4f, 200);
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DisplayedCountText.FadeTo(0.5f, 300);
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}
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base.OnCountRolling();
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}
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}
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}
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