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https://github.com/ppy/osu
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Add "spin" sprite
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commit
3ec813da03
@ -1,11 +1,14 @@
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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 System;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Osu.Skinning
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{
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@ -13,12 +16,26 @@ namespace osu.Game.Rulesets.Osu.Skinning
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{
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protected DrawableSpinner DrawableSpinner { get; private set; }
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private Sprite spin;
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[BackgroundDependencyLoader]
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private void load(DrawableHitObject drawableHitObject)
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private void load(DrawableHitObject drawableHitObject, ISkinSource source)
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{
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RelativeSizeAxes = Axes.Both;
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DrawableSpinner = (DrawableSpinner)drawableHitObject;
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AddRangeInternal(new[]
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{
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spin = new Sprite
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Depth = float.MinValue,
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Texture = source.GetTexture("spinner-spin"),
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Y = 120 // todo: make match roughly?
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},
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});
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}
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protected override void LoadComplete()
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@ -31,6 +48,25 @@ namespace osu.Game.Rulesets.Osu.Skinning
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protected virtual void UpdateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
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{
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switch (drawableHitObject)
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{
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case DrawableSpinner d:
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double fadeOutLength = Math.Min(400, d.HitObject.Duration);
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using (BeginAbsoluteSequence(drawableHitObject.HitStateUpdateTime - fadeOutLength, true))
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spin.FadeOutFromOne(fadeOutLength);
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break;
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case DrawableSpinnerTick d:
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if (state == ArmedState.Hit)
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{
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using (BeginAbsoluteSequence(d.HitStateUpdateTime, true))
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spin.FadeOut(300);
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}
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break;
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}
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}
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protected override void Dispose(bool isDisposing)
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