osu/osu.Game.Rulesets.Taiko/Skinning/LegacyHitExplosion.cs

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