2020-04-15 08:50:37 +00:00
|
|
|
// 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.Animations;
|
|
|
|
using osu.Framework.Graphics.Containers;
|
|
|
|
using osu.Game.Graphics;
|
|
|
|
using osu.Game.Rulesets.Objects.Drawables;
|
2020-12-13 11:51:10 +00:00
|
|
|
using osu.Game.Rulesets.Taiko.Objects;
|
2020-04-15 08:50:37 +00:00
|
|
|
using osu.Game.Skinning;
|
|
|
|
using osuTK;
|
|
|
|
using osuTK.Graphics;
|
|
|
|
|
2020-12-07 03:30:25 +00:00
|
|
|
namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
|
2020-04-15 08:50:37 +00:00
|
|
|
{
|
|
|
|
public class LegacyCirclePiece : CompositeDrawable, IHasAccentColour
|
|
|
|
{
|
|
|
|
private Drawable backgroundLayer;
|
|
|
|
|
|
|
|
public LegacyCirclePiece()
|
|
|
|
{
|
|
|
|
RelativeSizeAxes = Axes.Both;
|
|
|
|
}
|
|
|
|
|
|
|
|
[BackgroundDependencyLoader]
|
|
|
|
private void load(ISkinSource skin, DrawableHitObject drawableHitObject)
|
|
|
|
{
|
|
|
|
Drawable getDrawableFor(string lookup)
|
|
|
|
{
|
|
|
|
const string normal_hit = "taikohit";
|
|
|
|
const string big_hit = "taikobig";
|
|
|
|
|
2020-12-14 20:46:02 +00:00
|
|
|
string prefix = ((drawableHitObject.HitObject as TaikoStrongableHitObject)?.IsStrong ?? false) ? big_hit : normal_hit;
|
2020-04-15 08:50:37 +00:00
|
|
|
|
|
|
|
return skin.GetAnimation($"{prefix}{lookup}", true, false) ??
|
|
|
|
// fallback to regular size if "big" version doesn't exist.
|
|
|
|
skin.GetAnimation($"{normal_hit}{lookup}", true, false);
|
|
|
|
}
|
|
|
|
|
|
|
|
// backgroundLayer is guaranteed to exist due to the pre-check in TaikoLegacySkinTransformer.
|
|
|
|
AddInternal(backgroundLayer = getDrawableFor("circle"));
|
|
|
|
|
|
|
|
var foregroundLayer = getDrawableFor("circleoverlay");
|
|
|
|
if (foregroundLayer != null)
|
|
|
|
AddInternal(foregroundLayer);
|
|
|
|
|
|
|
|
// Animations in taiko skins are used in a custom way (>150 combo and animating in time with beat).
|
|
|
|
// For now just stop at first frame for sanity.
|
|
|
|
foreach (var c in InternalChildren)
|
|
|
|
{
|
|
|
|
(c as IFramedAnimation)?.Stop();
|
|
|
|
|
|
|
|
c.Anchor = Anchor.Centre;
|
|
|
|
c.Origin = Anchor.Centre;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
protected override void LoadComplete()
|
|
|
|
{
|
|
|
|
base.LoadComplete();
|
|
|
|
updateAccentColour();
|
|
|
|
}
|
|
|
|
|
|
|
|
protected override void Update()
|
|
|
|
{
|
|
|
|
base.Update();
|
|
|
|
|
|
|
|
// Not all skins (including the default osu-stable) have similar sizes for "hitcircle" and "hitcircleoverlay".
|
|
|
|
// This ensures they are scaled relative to each other but also match the expected DrawableHit size.
|
|
|
|
foreach (var c in InternalChildren)
|
|
|
|
c.Scale = new Vector2(DrawHeight / 128);
|
|
|
|
}
|
|
|
|
|
|
|
|
private Color4 accentColour;
|
|
|
|
|
|
|
|
public Color4 AccentColour
|
|
|
|
{
|
|
|
|
get => accentColour;
|
|
|
|
set
|
|
|
|
{
|
|
|
|
if (value == accentColour)
|
|
|
|
return;
|
|
|
|
|
|
|
|
accentColour = value;
|
|
|
|
if (IsLoaded)
|
|
|
|
updateAccentColour();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
private void updateAccentColour()
|
|
|
|
{
|
2020-08-25 06:16:41 +00:00
|
|
|
backgroundLayer.Colour = LegacyColourCompatibility.DisallowZeroAlpha(accentColour);
|
2020-04-15 08:50:37 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|