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162 lines
5.4 KiB
C#
162 lines
5.4 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.Diagnostics;
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using JetBrains.Annotations;
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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.Framework.Graphics.Pooling;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Judgements
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{
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/// <summary>
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/// A drawable object which visualises the hit result of a <see cref="Judgements.Judgement"/>.
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/// </summary>
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public class DrawableJudgement : PoolableDrawable
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{
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private const float judgement_size = 128;
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public JudgementResult Result { get; private set; }
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public DrawableHitObject JudgedObject { get; private set; }
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protected Container JudgementBody { get; private set; }
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private SkinnableDrawable skinnableJudgement;
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/// <summary>
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/// Duration of initial fade in.
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/// </summary>
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protected virtual double FadeInDuration => 100;
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/// <summary>
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/// Duration to wait until fade out begins. Defaults to <see cref="FadeInDuration"/>.
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/// </summary>
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protected virtual double FadeOutDelay => FadeInDuration;
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/// <summary>
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/// Creates a drawable which visualises a <see cref="Judgements.Judgement"/>.
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/// </summary>
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/// <param name="result">The judgement to visualise.</param>
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/// <param name="judgedObject">The object which was judged.</param>
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public DrawableJudgement(JudgementResult result, DrawableHitObject judgedObject)
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: this()
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{
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Apply(result, judgedObject);
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}
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public DrawableJudgement()
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{
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Size = new Vector2(judgement_size);
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Origin = Anchor.Centre;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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prepareDrawables();
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}
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/// <summary>
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/// Apply top-level animations to the current judgement when successfully hit.
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/// Generally used for fading, defaulting to a simple fade out based on <see cref="FadeOutDelay"/>.
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/// This will be used to calculate the lifetime of the judgement.
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/// </summary>
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/// <remarks>
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/// For animating the actual "default skin" judgement itself, it is recommended to use <see cref="CreateDefaultJudgement"/>.
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/// This allows applying animations which don't affect custom skins.
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/// </remarks>
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protected virtual void ApplyHitAnimations()
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{
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this.Delay(FadeOutDelay).FadeOut(400);
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}
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/// <summary>
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/// Apply top-level animations to the current judgement when missed.
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/// Generally used for fading, defaulting to a simple fade out based on <see cref="FadeOutDelay"/>.
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/// This will be used to calculate the lifetime of the judgement.
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/// </summary>
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/// <remarks>
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/// For animating the actual "default skin" judgement itself, it is recommended to use <see cref="CreateDefaultJudgement"/>.
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/// This allows applying animations which don't affect custom skins.
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/// </remarks>
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protected virtual void ApplyMissAnimations()
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{
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this.Delay(600).FadeOut(200);
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}
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public void Apply([NotNull] JudgementResult result, [CanBeNull] DrawableHitObject judgedObject)
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{
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Result = result;
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JudgedObject = judgedObject;
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}
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protected override void PrepareForUse()
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{
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base.PrepareForUse();
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Debug.Assert(Result != null);
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prepareDrawables();
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skinnableJudgement.ResetAnimation();
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this.FadeInFromZero(FadeInDuration, Easing.OutQuint);
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switch (Result.Type)
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{
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case HitResult.None:
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break;
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case HitResult.Miss:
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ApplyMissAnimations();
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break;
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default:
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ApplyHitAnimations();
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break;
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}
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if (skinnableJudgement.Drawable is IAnimatableJudgement animatable)
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{
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using (BeginAbsoluteSequence(Result.TimeAbsolute))
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animatable.PlayAnimation(Result.Type);
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}
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Expire(true);
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}
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private HitResult? currentDrawableType;
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private void prepareDrawables()
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{
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var type = Result?.Type ?? HitResult.Perfect; //TODO: better default type from ruleset
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if (type == currentDrawableType)
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return;
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// sub-classes might have added their own children that would be removed here if .InternalChild was used.
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if (JudgementBody != null)
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RemoveInternal(JudgementBody);
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AddInternal(JudgementBody = new Container
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Child = skinnableJudgement = new SkinnableDrawable(new GameplaySkinComponent<HitResult>(type), _ =>
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CreateDefaultJudgement(type), confineMode: ConfineMode.NoScaling)
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});
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currentDrawableType = type;
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}
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protected virtual Drawable CreateDefaultJudgement(HitResult type) => new DefaultJudgementPiece();
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}
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}
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