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101 lines
3.1 KiB
C#
101 lines
3.1 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.Linq;
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using osu.Framework.Allocation;
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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.Taiko.Objects.Drawables;
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namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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{
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public class LegacyHitExplosion : CompositeDrawable
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{
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private readonly Drawable sprite;
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private readonly Drawable strongSprite;
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private DrawableStrongNestedHit nestedStrongHit;
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private bool switchedToStrongSprite;
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/// <summary>
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/// Creates a new legacy hit explosion.
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/// </summary>
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/// <remarks>
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/// Contrary to stable's, this implementation doesn't require a frame-perfect hit
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/// for the strong sprite to be displayed.
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/// </remarks>
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/// <param name="sprite">The normal legacy explosion sprite.</param>
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/// <param name="strongSprite">The strong legacy explosion sprite.</param>
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public LegacyHitExplosion(Drawable sprite, Drawable strongSprite = null)
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{
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this.sprite = sprite;
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this.strongSprite = strongSprite;
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}
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[BackgroundDependencyLoader]
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private void load(DrawableHitObject judgedObject)
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{
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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AutoSizeAxes = Axes.Both;
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AddInternal(sprite.With(s =>
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{
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s.Anchor = Anchor.Centre;
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s.Origin = Anchor.Centre;
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}));
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if (strongSprite != null)
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{
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AddInternal(strongSprite.With(s =>
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{
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s.Alpha = 0;
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s.Anchor = Anchor.Centre;
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s.Origin = Anchor.Centre;
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}));
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}
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if (judgedObject is DrawableHit hit)
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nestedStrongHit = hit.NestedHitObjects.SingleOrDefault() as DrawableStrongNestedHit;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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const double animation_time = 120;
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this.FadeInFromZero(animation_time).Then().FadeOut(animation_time * 1.5);
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this.ScaleTo(0.6f)
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.Then().ScaleTo(1.1f, animation_time * 0.8)
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.Then().ScaleTo(0.9f, animation_time * 0.4)
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.Then().ScaleTo(1f, animation_time * 0.2);
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Expire(true);
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}
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protected override void Update()
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{
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base.Update();
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if (shouldSwitchToStrongSprite() && !switchedToStrongSprite)
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{
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sprite.FadeOut(50, Easing.OutQuint);
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strongSprite.FadeIn(50, Easing.OutQuint);
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switchedToStrongSprite = true;
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}
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}
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private bool shouldSwitchToStrongSprite()
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{
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if (nestedStrongHit == null || strongSprite == null)
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return false;
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return nestedStrongHit.IsHit;
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}
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}
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}
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