osu/osu.Game/Screens/Play/HUD/FailingLayer.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.
using System;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Utils;
using osu.Game.Configuration;
using osu.Game.Graphics;
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using osu.Game.Rulesets.Scoring;
namespace osu.Game.Screens.Play.HUD
{
/// <summary>
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/// An overlay layer on top of the playfield which fades to red when the current player health falls below a certain threshold defined by <see cref="LowHealthThreshold"/>.
/// </summary>
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public class FailingLayer : HealthDisplay
{
private const float max_alpha = 0.4f;
private const int fade_time = 400;
private readonly Box box;
private Bindable<bool> enabled;
/// <summary>
/// The threshold under which the current player life should be considered low and the layer should start fading in.
/// </summary>
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public double LowHealthThreshold = 0.20f;
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public FailingLayer()
{
RelativeSizeAxes = Axes.Both;
Child = box = new Box
{
RelativeSizeAxes = Axes.Both,
Alpha = 0
};
}
[BackgroundDependencyLoader]
private void load(OsuColour color, OsuConfigManager config)
{
box.Colour = color.Red;
enabled = config.GetBindable<bool>(OsuSetting.FadePlayfieldWhenHealthLow);
enabled.BindValueChanged(e => this.FadeTo(e.NewValue ? 1 : 0, fade_time, Easing.OutQuint), true);
}
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public override void BindHealthProcessor(HealthProcessor processor)
{
base.BindHealthProcessor(processor);
if (!(processor is DrainingHealthProcessor))
{
enabled.UnbindBindings();
enabled.Value = false;
}
}
protected override void Update()
{
box.Alpha = (float)Interpolation.ValueAt(Math.Clamp(Clock.ElapsedFrameTime, 0, fade_time), box.Alpha,
Math.Clamp(max_alpha * (1 - Current.Value / LowHealthThreshold), 0, max_alpha), 0, fade_time, Easing.Out);
base.Update();
}
}
}