Rename and refactor glow/miss bars to hopefully make more sense

This commit is contained in:
Dean Herbert 2023-10-03 17:41:10 +09:00
parent 4f9daa1c14
commit 32b2ac4974

View File

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