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https://github.com/ppy/osu
synced 2025-01-19 20:40:52 +00:00
Rename and refactor glow/miss bars to hopefully make more sense
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4f9daa1c14
commit
32b2ac4974
@ -34,8 +34,13 @@ namespace osu.Game.Screens.Play.HUD
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private const float bar_length = 350;
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private const float bar_verticality = 32.5f;
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private BarPath healthBar = null!;
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private BarPath missBar = null!;
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private BarPath mainBar = null!;
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/// <summary>
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/// Used to show a glow at the end of the main bar, or red "damage" area when missing.
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/// </summary>
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private BarPath glowBar = null!;
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private BackgroundPath background = null!;
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private SliderPath barPath = null!;
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@ -48,17 +53,17 @@ namespace osu.Game.Screens.Play.HUD
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private readonly List<Vector2> missBarVertices = new List<Vector2>();
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private readonly List<Vector2> healthBarVertices = new List<Vector2>();
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private double missBarValue = 1;
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private double glowBarValue = 1;
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public double MissBarValue
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public double GlowBarValue
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{
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get => missBarValue;
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get => glowBarValue;
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set
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{
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if (missBarValue == value)
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if (glowBarValue == value)
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return;
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missBarValue = value;
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glowBarValue = value;
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updatePathVertices();
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}
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}
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@ -104,7 +109,7 @@ namespace osu.Game.Screens.Play.HUD
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{
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PathRadius = 10f,
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},
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missBar = new BarPath
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glowBar = new BarPath
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{
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BarColour = Color4.White,
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GlowColour = OsuColour.Gray(0.5f),
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@ -115,7 +120,7 @@ namespace osu.Game.Screens.Play.HUD
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Margin = new MarginPadding(-30f),
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GlowPortion = 0.9f,
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},
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healthBar = new BarPath
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mainBar = new BarPath
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{
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AutoSizeAxes = Axes.None,
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RelativeSizeAxes = Axes.Both,
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@ -139,12 +144,12 @@ namespace osu.Game.Screens.Play.HUD
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Current.BindValueChanged(v =>
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{
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if (v.NewValue >= MissBarValue)
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finishMissBarUsage();
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if (v.NewValue >= GlowBarValue)
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finishMissDisplay();
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this.TransformTo(nameof(HealthBarValue), v.NewValue, 300, Easing.OutQuint);
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if (resetMissBarDelegate == null)
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this.TransformTo(nameof(MissBarValue), v.NewValue, 300, Easing.OutQuint);
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this.TransformTo(nameof(GlowBarValue), v.NewValue, 300, Easing.OutQuint);
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}, true);
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}
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@ -152,24 +157,24 @@ namespace osu.Game.Screens.Play.HUD
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{
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base.Update();
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healthBar.Alpha = (float)Interpolation.DampContinuously(healthBar.Alpha, Current.Value > 0 ? 1 : 0, 40, Time.Elapsed);
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missBar.Alpha = (float)Interpolation.DampContinuously(missBar.Alpha, MissBarValue > 0 ? 1 : 0, 40, Time.Elapsed);
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mainBar.Alpha = (float)Interpolation.DampContinuously(mainBar.Alpha, Current.Value > 0 ? 1 : 0, 40, Time.Elapsed);
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glowBar.Alpha = (float)Interpolation.DampContinuously(glowBar.Alpha, GlowBarValue > 0 ? 1 : 0, 40, Time.Elapsed);
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}
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protected override void Flash(JudgementResult result)
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{
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base.Flash(result);
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healthBar.TransformTo(nameof(BarPath.GlowColour), main_bar_glow_colour.Opacity(0.8f))
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.TransformTo(nameof(BarPath.GlowColour), main_bar_glow_colour, 300, Easing.OutQuint);
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mainBar.TransformTo(nameof(BarPath.GlowColour), main_bar_glow_colour.Opacity(0.8f))
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.TransformTo(nameof(BarPath.GlowColour), main_bar_glow_colour, 300, Easing.OutQuint);
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if (resetMissBarDelegate == null)
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{
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missBar.TransformTo(nameof(BarPath.BarColour), Colour4.White, 100, Easing.OutQuint)
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glowBar.TransformTo(nameof(BarPath.BarColour), Colour4.White, 100, Easing.OutQuint)
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.Then()
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.TransformTo(nameof(BarPath.BarColour), main_bar_colour, 800, Easing.OutQuint);
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missBar.TransformTo(nameof(BarPath.GlowColour), Colour4.White)
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glowBar.TransformTo(nameof(BarPath.GlowColour), Colour4.White)
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.TransformTo(nameof(BarPath.GlowColour), main_bar_glow_colour, 800, Easing.OutQuint);
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}
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}
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@ -184,27 +189,30 @@ namespace osu.Game.Screens.Play.HUD
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resetMissBarDelegate = null;
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}
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else
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this.TransformTo(nameof(MissBarValue), HealthBarValue);
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{
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// Reset any ongoing animation immediately, else things get weird.
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this.TransformTo(nameof(GlowBarValue), HealthBarValue);
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}
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this.Delay(500).Schedule(() =>
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{
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this.TransformTo(nameof(MissBarValue), Current.Value, 300, Easing.OutQuint);
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finishMissBarUsage();
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this.TransformTo(nameof(GlowBarValue), Current.Value, 300, Easing.OutQuint);
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finishMissDisplay();
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}, out resetMissBarDelegate);
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missBar.TransformTo(nameof(BarPath.BarColour), new Colour4(255, 147, 147, 255), 100, Easing.OutQuint).Then()
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glowBar.TransformTo(nameof(BarPath.BarColour), new Colour4(255, 147, 147, 255), 100, Easing.OutQuint).Then()
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.TransformTo(nameof(BarPath.BarColour), new Colour4(255, 93, 93, 255), 800, Easing.OutQuint);
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missBar.TransformTo(nameof(BarPath.GlowColour), new Colour4(253, 0, 0, 255).Lighten(0.2f))
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glowBar.TransformTo(nameof(BarPath.GlowColour), new Colour4(253, 0, 0, 255).Lighten(0.2f))
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.TransformTo(nameof(BarPath.GlowColour), new Colour4(253, 0, 0, 255), 800, Easing.OutQuint);
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}
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private void finishMissBarUsage()
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private void finishMissDisplay()
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{
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if (Current.Value > 0)
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{
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missBar.TransformTo(nameof(BarPath.BarColour), main_bar_colour, 300, Easing.In);
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missBar.TransformTo(nameof(BarPath.GlowColour), main_bar_glow_colour, 300, Easing.In);
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glowBar.TransformTo(nameof(BarPath.BarColour), main_bar_colour, 300, Easing.In);
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glowBar.TransformTo(nameof(BarPath.GlowColour), main_bar_glow_colour, 300, Easing.In);
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}
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resetMissBarDelegate?.Cancel();
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@ -231,8 +239,8 @@ namespace osu.Game.Screens.Play.HUD
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barPath.GetPathToProgress(vertices, 0.0, 1.0);
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background.Vertices = vertices;
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healthBar.Vertices = vertices;
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missBar.Vertices = vertices;
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mainBar.Vertices = vertices;
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glowBar.Vertices = vertices;
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updatePathVertices();
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}
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@ -240,7 +248,7 @@ namespace osu.Game.Screens.Play.HUD
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private void updatePathVertices()
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{
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barPath.GetPathToProgress(healthBarVertices, 0.0, healthBarValue);
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barPath.GetPathToProgress(missBarVertices, healthBarValue, Math.Max(missBarValue, healthBarValue));
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barPath.GetPathToProgress(missBarVertices, healthBarValue, Math.Max(glowBarValue, healthBarValue));
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if (healthBarVertices.Count == 0)
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healthBarVertices.Add(Vector2.Zero);
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@ -248,11 +256,11 @@ namespace osu.Game.Screens.Play.HUD
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if (missBarVertices.Count == 0)
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missBarVertices.Add(Vector2.Zero);
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missBar.Vertices = missBarVertices.Select(v => v - missBarVertices[0]).ToList();
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missBar.Position = missBarVertices[0];
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glowBar.Vertices = missBarVertices.Select(v => v - missBarVertices[0]).ToList();
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glowBar.Position = missBarVertices[0];
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healthBar.Vertices = healthBarVertices.Select(v => v - healthBarVertices[0]).ToList();
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healthBar.Position = healthBarVertices[0];
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mainBar.Vertices = healthBarVertices.Select(v => v - healthBarVertices[0]).ToList();
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mainBar.Position = healthBarVertices[0];
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}
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private partial class BackgroundPath : SmoothPath
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