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a14481acca
Adjust argon hit lighting further
272 lines
11 KiB
C#
272 lines
11 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 osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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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.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Effects;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Skinning.Default;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Skinning.Argon
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{
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public partial class ArgonMainCirclePiece : CompositeDrawable
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{
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public const float BORDER_THICKNESS = (OsuHitObject.OBJECT_RADIUS * 2) * (2f / 58);
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public const float GRADIENT_THICKNESS = BORDER_THICKNESS * 2.5f;
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public const float OUTER_GRADIENT_SIZE = (OsuHitObject.OBJECT_RADIUS * 2) - BORDER_THICKNESS * 4;
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public const float INNER_GRADIENT_SIZE = OUTER_GRADIENT_SIZE - GRADIENT_THICKNESS * 2;
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public const float INNER_FILL_SIZE = INNER_GRADIENT_SIZE - GRADIENT_THICKNESS * 2;
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private readonly Circle outerFill;
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private readonly Circle outerGradient;
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private readonly Circle innerGradient;
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private readonly Circle innerFill;
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private readonly RingPiece border;
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private readonly OsuSpriteText number;
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private readonly IBindable<Color4> accentColour = new Bindable<Color4>();
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private readonly IBindable<int> indexInCurrentCombo = new Bindable<int>();
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private readonly FlashPiece flash;
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private readonly Container kiaiContainer;
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private Bindable<bool> configHitLighting = null!;
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[Resolved]
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private DrawableHitObject drawableObject { get; set; } = null!;
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public ArgonMainCirclePiece(bool withOuterFill)
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{
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Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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InternalChildren = new Drawable[]
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{
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outerFill = new Circle // renders white outer border and dark fill
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{
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Size = Size,
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Alpha = withOuterFill ? 1 : 0,
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},
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outerGradient = new Circle // renders the outer bright gradient
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{
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Size = new Vector2(OUTER_GRADIENT_SIZE),
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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innerGradient = new Circle // renders the inner bright gradient
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{
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Size = new Vector2(INNER_GRADIENT_SIZE),
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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innerFill = new Circle // renders the inner dark fill
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{
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Size = new Vector2(INNER_FILL_SIZE),
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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kiaiContainer = new CircularContainer
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{
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Masking = true,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = Size,
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Child = new KiaiFlash
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{
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RelativeSizeAxes = Axes.Both,
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}
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},
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number = new OsuSpriteText
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{
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Font = OsuFont.Default.With(size: 52, weight: FontWeight.Bold),
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Y = -2,
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Text = @"1",
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},
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flash = new FlashPiece(),
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border = new RingPiece(BORDER_THICKNESS),
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};
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}
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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var drawableOsuObject = (DrawableOsuHitObject)drawableObject;
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accentColour.BindTo(drawableObject.AccentColour);
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indexInCurrentCombo.BindTo(drawableOsuObject.IndexInCurrentComboBindable);
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configHitLighting = config.GetBindable<bool>(OsuSetting.HitLighting);
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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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indexInCurrentCombo.BindValueChanged(index => number.Text = (index.NewValue + 1).ToString(), true);
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accentColour.BindValueChanged(colour =>
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{
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// A colour transform is applied.
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// Without removing transforms first, when it is rewound it may apply an old colour.
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outerGradient.ClearTransforms(targetMember: nameof(Colour));
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outerGradient.Colour = ColourInfo.GradientVertical(colour.NewValue, colour.NewValue.Darken(0.1f));
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kiaiContainer.Colour = colour.NewValue;
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outerFill.Colour = innerFill.Colour = colour.NewValue.Darken(4);
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innerGradient.Colour = ColourInfo.GradientVertical(colour.NewValue.Darken(0.5f), colour.NewValue.Darken(0.6f));
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flash.Colour = colour.NewValue;
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// Accent colour may be changed many times during a paused gameplay state.
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// Schedule the change to avoid transforms piling up.
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Scheduler.AddOnce(() =>
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{
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ApplyTransformsAt(double.MinValue, true);
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ClearTransformsAfter(double.MinValue, true);
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updateStateTransforms(drawableObject, drawableObject.State.Value);
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});
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}, true);
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drawableObject.ApplyCustomUpdateState += updateStateTransforms;
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}
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private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
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{
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using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime))
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{
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switch (state)
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{
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case ArmedState.Hit:
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// Fade out time is at a maximum of 800. Must match `DrawableHitCircle`'s arbitrary lifetime spec.
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const double fade_out_time = 800;
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const double flash_in_duration = 150;
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const double resize_duration = 400;
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const float shrink_size = 0.8f;
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// Animating with the number present is distracting.
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// The number disappearing is hidden by the bright flash.
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number.FadeOut(flash_in_duration / 2);
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// The fill layers add too much noise during the explosion animation.
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// They will be hidden by the additive effects anyway.
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outerFill.FadeOut(flash_in_duration, Easing.OutQuint);
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innerFill.FadeOut(flash_in_duration, Easing.OutQuint);
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// The inner-most gradient should actually be resizing, but is only visible for
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// a few milliseconds before it's hidden by the flash, so it's pointless overhead to bother with it.
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innerGradient.FadeOut(flash_in_duration, Easing.OutQuint);
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// The border is always white, but after hit it gets coloured by the skin/beatmap's colouring.
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// A gradient is applied to make the border less prominent over the course of the animation.
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// Without this, the border dominates the visual presence of the explosion animation in a bad way.
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border.TransformTo(nameof
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(BorderColour), ColourInfo.GradientVertical(
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accentColour.Value.Opacity(0.5f),
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accentColour.Value.Opacity(0)), fade_out_time);
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// The outer ring shrinks immediately, but accounts for its thickness so it doesn't overlap the inner
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// gradient layers.
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border.ResizeTo(Size * shrink_size + new Vector2(border.BorderThickness), resize_duration, Easing.OutElasticHalf);
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// Kiai flash should track the overall size but also be cleaned up quite fast, so we don't get additional
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// flashes after the hit animation is already in a mostly-completed state.
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kiaiContainer.ResizeTo(Size * shrink_size, resize_duration, Easing.OutElasticHalf);
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kiaiContainer.FadeOut(flash_in_duration, Easing.OutQuint);
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// The outer gradient is resize with a slight delay from the border.
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// This is to give it a bomb-like effect, with the border "triggering" its animation when getting close.
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using (BeginDelayedSequence(flash_in_duration / 12))
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{
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outerGradient.ResizeTo(OUTER_GRADIENT_SIZE * shrink_size, resize_duration, Easing.OutElasticHalf);
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outerGradient
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.FadeColour(Color4.White, 80)
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.Then()
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.FadeOut(flash_in_duration);
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}
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if (configHitLighting.Value)
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{
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flash.HitLighting = true;
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flash.FadeTo(1, flash_in_duration, Easing.OutQuint);
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this.FadeOut(fade_out_time, Easing.OutQuad);
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}
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else
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{
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flash.HitLighting = false;
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flash.FadeTo(1, flash_in_duration, Easing.OutQuint)
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.Then()
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.FadeOut(flash_in_duration, Easing.OutQuint);
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this.FadeOut(fade_out_time * 0.8f, Easing.OutQuad);
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}
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break;
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}
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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 (drawableObject.IsNotNull())
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drawableObject.ApplyCustomUpdateState -= updateStateTransforms;
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}
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private partial class FlashPiece : Circle
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{
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public FlashPiece()
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{
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Size = new Vector2(OsuHitObject.OBJECT_RADIUS);
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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Alpha = 0;
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Blending = BlendingParameters.Additive;
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// The edge effect provides the fill due to not being rendered hollow.
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Child.Alpha = 0;
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Child.AlwaysPresent = true;
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}
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public bool HitLighting { get; set; }
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protected override void Update()
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{
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base.Update();
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EdgeEffect = new EdgeEffectParameters
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{
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Type = EdgeEffectType.Glow,
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Colour = Colour,
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Radius = OsuHitObject.OBJECT_RADIUS * (HitLighting ? 1.2f : 0.6f),
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};
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}
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}
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}
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}
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