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253 lines
9.4 KiB
C#
253 lines
9.4 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 System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Animations;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Testing;
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using osu.Game.Rulesets.Mania.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Drawables;
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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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namespace osu.Game.Rulesets.Mania.Skinning.Legacy
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{
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public partial class LegacyBodyPiece : LegacyManiaColumnElement
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{
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private DrawableHoldNote holdNote = null!;
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private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
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private readonly IBindable<bool> isHitting = new Bindable<bool>();
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/// <summary>
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/// Stores the start time of the fade animation that plays when any of the nested
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/// hitobjects of the hold note are missed.
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/// </summary>
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private readonly Bindable<double?> missFadeTime = new Bindable<double?>();
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private Drawable? bodySprite;
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private Drawable? lightContainer;
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private Drawable? light;
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private LegacyNoteBodyStyle? bodyStyle;
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public LegacyBodyPiece()
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{
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RelativeSizeAxes = Axes.Both;
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}
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[BackgroundDependencyLoader]
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private void load(ISkinSource skin, IScrollingInfo scrollingInfo, DrawableHitObject drawableObject)
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{
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holdNote = (DrawableHoldNote)drawableObject;
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string imageName = GetColumnSkinConfig<string>(skin, LegacyManiaSkinConfigurationLookups.HoldNoteBodyImage)?.Value
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?? $"mania-note{FallbackColumnIndex}L";
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string lightImage = GetColumnSkinConfig<string>(skin, LegacyManiaSkinConfigurationLookups.HoldNoteLightImage)?.Value
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?? "lightingL";
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float lightScale = GetColumnSkinConfig<float>(skin, LegacyManiaSkinConfigurationLookups.HoldNoteLightScale)?.Value
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?? 1;
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// Create a temporary animation to retrieve the number of frames, in an effort to calculate the intended frame length.
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// This animation is discarded and re-queried with the appropriate frame length afterwards.
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var tmp = skin.GetAnimation(lightImage, true, false);
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double frameLength = 0;
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if (tmp is IFramedAnimation tmpAnimation && tmpAnimation.FrameCount > 0)
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frameLength = Math.Max(1000 / 60.0, 170.0 / tmpAnimation.FrameCount);
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light = skin.GetAnimation(lightImage, true, true, frameLength: frameLength).With(d =>
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{
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if (d == null)
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return;
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d.Origin = Anchor.Centre;
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d.Blending = BlendingParameters.Additive;
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d.Scale = new Vector2(lightScale);
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});
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if (light != null)
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{
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lightContainer = new HitTargetInsetContainer
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{
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Alpha = 0,
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Child = light
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};
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}
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bodyStyle = skin.GetConfig<ManiaSkinConfigurationLookup, LegacyNoteBodyStyle>(new ManiaSkinConfigurationLookup(LegacyManiaSkinConfigurationLookups.NoteBodyStyle))?.Value;
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var wrapMode = bodyStyle == LegacyNoteBodyStyle.Stretch ? WrapMode.ClampToEdge : WrapMode.Repeat;
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direction.BindTo(scrollingInfo.Direction);
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isHitting.BindTo(holdNote.IsHitting);
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bodySprite = skin.GetAnimation(imageName, wrapMode, wrapMode, true, true).With(d =>
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{
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if (d == null)
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return;
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if (d is TextureAnimation animation)
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animation.IsPlaying = false;
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d.Anchor = Anchor.TopCentre;
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d.RelativeSizeAxes = Axes.Both;
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d.Size = Vector2.One;
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// Todo: Wrap?
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});
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if (bodySprite != null)
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InternalChild = bodySprite;
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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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direction.BindValueChanged(onDirectionChanged, true);
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isHitting.BindValueChanged(onIsHittingChanged, true);
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missFadeTime.BindValueChanged(onMissFadeTimeChanged, true);
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holdNote.ApplyCustomUpdateState += applyCustomUpdateState;
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applyCustomUpdateState(holdNote, holdNote.State.Value);
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}
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private void applyCustomUpdateState(DrawableHitObject hitObject, ArmedState state)
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{
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// ensure that the hold note is also faded out when the head/tail/any tick is missed.
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if (state == ArmedState.Miss)
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missFadeTime.Value ??= hitObject.HitStateUpdateTime;
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}
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private void onIsHittingChanged(ValueChangedEvent<bool> isHitting)
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{
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if (bodySprite is TextureAnimation bodyAnimation)
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{
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bodyAnimation.GotoFrame(0);
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bodyAnimation.IsPlaying = isHitting.NewValue;
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}
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if (lightContainer == null)
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return;
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if (isHitting.NewValue)
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{
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// Clear the fade out and, more importantly, the removal.
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lightContainer.ClearTransforms();
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// Only add the container if the removal has taken place.
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if (lightContainer.Parent == null)
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Column.TopLevelContainer.Add(lightContainer);
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// The light must be seeked only after being loaded, otherwise a nullref occurs (https://github.com/ppy/osu-framework/issues/3847).
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if (light is TextureAnimation lightAnimation)
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lightAnimation.GotoFrame(0);
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lightContainer.FadeIn(80);
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}
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else
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{
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lightContainer.FadeOut(120)
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.OnComplete(d => Column.TopLevelContainer.Remove(d, false));
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}
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}
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private void onDirectionChanged(ValueChangedEvent<ScrollingDirection> direction)
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{
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if (direction.NewValue == ScrollingDirection.Up)
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{
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if (bodySprite != null)
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{
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bodySprite.Origin = Anchor.TopCentre;
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bodySprite.Anchor = Anchor.BottomCentre; // needs to be flipped due to scale flip in Update.
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}
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if (light != null)
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light.Anchor = Anchor.TopCentre;
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}
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else
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{
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if (bodySprite != null)
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{
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bodySprite.Origin = Anchor.TopCentre;
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bodySprite.Anchor = Anchor.TopCentre;
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}
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if (light != null)
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light.Anchor = Anchor.BottomCentre;
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}
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}
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private void onMissFadeTimeChanged(ValueChangedEvent<double?> missFadeTimeChange)
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{
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if (missFadeTimeChange.NewValue == null)
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return;
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// this update could come from any nested object of the hold note (or even from an input).
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// make sure the transforms are consistent across all affected parts.
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using (BeginAbsoluteSequence(missFadeTimeChange.NewValue.Value))
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{
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// colour and duration matches stable
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// transforms not applied to entire hold note in order to not affect hit lighting
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const double fade_duration = 60;
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holdNote.Head.FadeColour(Colour4.DarkGray, fade_duration);
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holdNote.Tail.FadeColour(Colour4.DarkGray, fade_duration);
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bodySprite?.FadeColour(Colour4.DarkGray, fade_duration);
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}
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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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missFadeTime.Value ??= holdNote.HoldBrokenTime;
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int scaleDirection = (direction.Value == ScrollingDirection.Down ? 1 : -1);
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// here we go...
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switch (bodyStyle)
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{
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case LegacyNoteBodyStyle.Stretch:
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// this is how lazer works by default. nothing required.
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if (bodySprite != null)
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bodySprite.Scale = new Vector2(1, scaleDirection);
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break;
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default:
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// this is where things get fucked up.
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// honestly there's three modes to handle here but they seem really pointless?
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// let's wait to see if anyone actually uses them in skins.
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if (bodySprite != null)
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{
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var sprite = bodySprite as Sprite ?? bodySprite.ChildrenOfType<Sprite>().Single();
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bodySprite.FillMode = FillMode.Stretch;
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// i dunno this looks about right??
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bodySprite.Scale = new Vector2(1, scaleDirection * 32800 / sprite.DrawHeight);
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}
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break;
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}
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (holdNote.IsNotNull())
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holdNote.ApplyCustomUpdateState -= applyCustomUpdateState;
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lightContainer?.Expire();
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}
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}
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}
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