Refactor taiko flashlight a bit

This commit is contained in:
smoogipoo 2021-09-17 18:41:03 +09:00
parent f584d6593a
commit 2d39131202
2 changed files with 10 additions and 9 deletions

View File

@ -36,24 +36,25 @@ private class TaikoFlashlight : Flashlight
public TaikoFlashlight(TaikoPlayfield taikoPlayfield)
{
this.taikoPlayfield = taikoPlayfield;
FlashlightSize = new Vector2(0, getSizeFor(0));
FlashlightSize = getSizeFor(0);
AddLayout(flashlightProperties);
}
private float getSizeFor(int combo)
private Vector2 getSizeFor(int combo)
{
if (combo > 200)
return default_flashlight_size * 0.8f;
else if (combo > 100)
return default_flashlight_size * 0.9f;
else
return default_flashlight_size;
return new Vector2(0, default_flashlight_size * 0.8f);
if (combo > 100)
return new Vector2(0, default_flashlight_size * 0.9f);
return new Vector2(0, default_flashlight_size);
}
protected override void OnComboChange(ValueChangedEvent<int> e)
{
this.TransformTo(nameof(FlashlightSize), new Vector2(0, getSizeFor(e.NewValue)), FLASHLIGHT_FADE_DURATION);
this.TransformTo(nameof(FlashlightSize), getSizeFor(e.NewValue), FLASHLIGHT_FADE_DURATION);
}
protected override string FragmentShader => "CircularFlashlight";

View File

@ -81,7 +81,7 @@ public virtual void ApplyToDrawableRuleset(DrawableRuleset<T> drawableRuleset)
public abstract class Flashlight : Drawable
{
internal BindableInt Combo;
protected internal BindableInt Combo { get; internal set; }
private IShader shader;
protected override DrawNode CreateDrawNode() => new FlashlightDrawNode(this);