osu/osu.Game.Rulesets.Catch/Skinning/LegacyComboCounter.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 osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Catch.UI;
using osu.Game.Skinning;
using osuTK;
using osuTK.Graphics;
using static osu.Game.Skinning.LegacySkinConfiguration;
namespace osu.Game.Rulesets.Catch.Skinning
{
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/// <summary>
/// A combo counter implementation that visually behaves almost similar to osu!stable's combo counter.
/// </summary>
public class LegacyComboCounter : CompositeDrawable, ICatchComboCounter
{
private readonly LegacyRollingCounter counter;
private readonly LegacyRollingCounter explosion;
public LegacyComboCounter(ISkin skin)
{
var fontName = skin.GetConfig<LegacySetting, string>(LegacySetting.ComboPrefix)?.Value ?? "score";
var fontOverlap = skin.GetConfig<LegacySetting, float>(LegacySetting.ComboOverlap)?.Value ?? -2f;
AutoSizeAxes = Axes.Both;
Alpha = 0f;
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
Scale = new Vector2(0.8f);
InternalChildren = new Drawable[]
{
explosion = new LegacyRollingCounter(skin, fontName, fontOverlap)
{
Alpha = 0.65f,
Blending = BlendingParameters.Additive,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Scale = new Vector2(1.5f),
},
counter = new LegacyRollingCounter(skin, fontName, fontOverlap)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
};
}
public void DisplayInitialCombo(int combo) => updateCombo(combo, null, true);
public void UpdateCombo(int combo, Color4? hitObjectColour) => updateCombo(combo, hitObjectColour, false);
private void updateCombo(int combo, Color4? hitObjectColour, bool immediate)
{
// There may still be existing transforms to the counter (including value change after 250ms),
// finish them immediately before new transforms.
counter.FinishTransforms();
// Combo fell to zero, roll down and fade out the counter.
if (combo == 0)
{
counter.Current.Value = 0;
explosion.Current.Value = 0;
this.FadeOut(immediate ? 0.0 : 400.0, Easing.Out);
return;
}
this.FadeIn().Delay(1000.0).FadeOut(300.0);
// For simplicity, in the case of rewinding we'll just set the counter to the current combo value.
immediate |= Time.Elapsed < 0;
if (immediate)
{
counter.SetCountWithoutRolling(combo);
return;
}
counter.ScaleTo(1.5f).ScaleTo(0.8f, 250.0, Easing.Out)
.OnComplete(c => c.SetCountWithoutRolling(combo));
counter.Delay(250.0).ScaleTo(1f).ScaleTo(1.1f, 60.0).Then().ScaleTo(1f, 30.0);
explosion.Colour = hitObjectColour ?? Color4.White;
explosion.SetCountWithoutRolling(combo);
explosion.ScaleTo(1.5f).ScaleTo(1.9f, 400.0, Easing.Out)
.FadeOutFromOne(400.0);
}
}
}