mirror of https://github.com/ppy/osu
97 lines
3.1 KiB
C#
97 lines
3.1 KiB
C#
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// 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 osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Animations;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Taiko.Skinning
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{
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public class LegacyCirclePiece : CompositeDrawable, IHasAccentColour
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{
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private Drawable backgroundLayer;
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public LegacyCirclePiece()
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{
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RelativeSizeAxes = Axes.Both;
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}
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[BackgroundDependencyLoader]
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private void load(ISkinSource skin, DrawableHitObject drawableHitObject)
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{
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Drawable getDrawableFor(string lookup)
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{
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const string normal_hit = "taikohit";
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const string big_hit = "taikobig";
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string prefix = ((drawableHitObject as DrawableTaikoHitObject)?.HitObject.IsStrong ?? false) ? big_hit : normal_hit;
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return skin.GetAnimation($"{prefix}{lookup}", true, false) ??
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// fallback to regular size if "big" version doesn't exist.
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skin.GetAnimation($"{normal_hit}{lookup}", true, false);
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}
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// backgroundLayer is guaranteed to exist due to the pre-check in TaikoLegacySkinTransformer.
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AddInternal(backgroundLayer = getDrawableFor("circle"));
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var foregroundLayer = getDrawableFor("circleoverlay");
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if (foregroundLayer != null)
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AddInternal(foregroundLayer);
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// Animations in taiko skins are used in a custom way (>150 combo and animating in time with beat).
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// For now just stop at first frame for sanity.
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foreach (var c in InternalChildren)
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{
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(c as IFramedAnimation)?.Stop();
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c.Anchor = Anchor.Centre;
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c.Origin = Anchor.Centre;
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}
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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updateAccentColour();
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}
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protected override void Update()
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{
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base.Update();
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// Not all skins (including the default osu-stable) have similar sizes for "hitcircle" and "hitcircleoverlay".
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// This ensures they are scaled relative to each other but also match the expected DrawableHit size.
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foreach (var c in InternalChildren)
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c.Scale = new Vector2(DrawHeight / 128);
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}
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private Color4 accentColour;
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public Color4 AccentColour
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{
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get => accentColour;
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set
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{
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if (value == accentColour)
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return;
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accentColour = value;
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if (IsLoaded)
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updateAccentColour();
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}
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}
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private void updateAccentColour()
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{
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backgroundLayer.Colour = accentColour;
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}
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}
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}
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