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osu-lazer/osu.Game.Rulesets.Taiko/Skinning/Legacy/LegacyKiaiGlow.cs
2022-11-30 00:44:20 +01:00

68 lines
1.8 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring;
using osu.Game.Skinning;
using osuTK;
namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
{
internal partial class LegacyKiaiGlow : Container
{
public LegacyKiaiGlow()
{
AlwaysPresent = true;
Alpha = 0;
}
[BackgroundDependencyLoader]
private void load(ISkinSource skin)
{
Child = new Sprite
{
Texture = skin.GetTexture("taiko-glow"),
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
Scale = new Vector2(0.75f),
};
}
[Resolved(CanBeNull = true)]
private IBeatSyncProvider? beatSyncProvider { get; set; }
[Resolved(CanBeNull = true)]
private HealthProcessor? healthProcessor { get; set; }
protected override void Update()
{
base.Update();
if (healthProcessor != null)
healthProcessor.NewJudgement += onNewJudgement;
if (beatSyncProvider != null)
{
if (beatSyncProvider.CheckIsKiaiTime())
this.FadeIn(180);
else
this.FadeOut(180);
}
}
private void onNewJudgement(JudgementResult result)
{
if (!result.IsHit)
return;
this.ScaleTo(1.1f, 50)
.Then().ScaleTo(1f, 50);
}
}
}