Merge pull request #9375 from power9maker/red-tint

Hide red tint when "Show health display even when you can't fail" option is off
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Dan Balasescu 2020-06-30 16:09:59 +09:00 committed by GitHub
commit 50ae69b111
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3 changed files with 48 additions and 20 deletions

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@ -3,6 +3,7 @@
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Testing;
using osu.Game.Configuration;
using osu.Game.Rulesets.Scoring;
@ -14,6 +15,8 @@ namespace osu.Game.Tests.Visual.Gameplay
{
private FailingLayer layer;
private readonly Bindable<bool> showHealth = new Bindable<bool>();
[Resolved]
private OsuConfigManager config { get; set; }
@ -24,8 +27,10 @@ namespace osu.Game.Tests.Visual.Gameplay
{
Child = layer = new FailingLayer();
layer.BindHealthProcessor(new DrainingHealthProcessor(1));
layer.ShowHealth.BindTo(showHealth);
});
AddStep("show health", () => showHealth.Value = true);
AddStep("enable layer", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, true));
AddUntilStep("layer is visible", () => layer.IsPresent);
}
@ -69,5 +74,27 @@ namespace osu.Game.Tests.Visual.Gameplay
AddWaitStep("wait for potential fade", 10);
AddAssert("layer is still visible", () => layer.IsPresent);
}
[Test]
public void TestLayerVisibilityWithDifferentOptions()
{
AddStep("set health to 0.10", () => layer.Current.Value = 0.1);
AddStep("don't show health", () => showHealth.Value = false);
AddStep("disable FadePlayfieldWhenHealthLow", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, false));
AddUntilStep("layer fade is invisible", () => !layer.IsPresent);
AddStep("don't show health", () => showHealth.Value = false);
AddStep("enable FadePlayfieldWhenHealthLow", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, true));
AddUntilStep("layer fade is invisible", () => !layer.IsPresent);
AddStep("show health", () => showHealth.Value = true);
AddStep("disable FadePlayfieldWhenHealthLow", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, false));
AddUntilStep("layer fade is invisible", () => !layer.IsPresent);
AddStep("show health", () => showHealth.Value = true);
AddStep("enable FadePlayfieldWhenHealthLow", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, true));
AddUntilStep("layer fade is visible", () => layer.IsPresent);
}
}
}

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@ -18,10 +18,15 @@ using osuTK.Graphics;
namespace osu.Game.Screens.Play.HUD
{
/// <summary>
/// An overlay layer on top of the playfield which fades to red when the current player health falls below a certain threshold defined by <see cref="LowHealthThreshold"/>.
/// An overlay layer on top of the playfield which fades to red when the current player health falls below a certain threshold defined by <see cref="low_health_threshold"/>.
/// </summary>
public class FailingLayer : HealthDisplay
{
/// <summary>
/// Whether the current player health should be shown on screen.
/// </summary>
public readonly Bindable<bool> ShowHealth = new Bindable<bool>();
private const float max_alpha = 0.4f;
private const int fade_time = 400;
private const float gradient_size = 0.3f;
@ -29,12 +34,11 @@ namespace osu.Game.Screens.Play.HUD
/// <summary>
/// The threshold under which the current player life should be considered low and the layer should start fading in.
/// </summary>
public double LowHealthThreshold = 0.20f;
private const double low_health_threshold = 0.20f;
private readonly Bindable<bool> enabled = new Bindable<bool>();
private readonly Container boxes;
private Bindable<bool> configEnabled;
private Bindable<bool> fadePlayfieldWhenHealthLow;
private HealthProcessor healthProcessor;
public FailingLayer()
@ -73,14 +77,15 @@ namespace osu.Game.Screens.Play.HUD
{
boxes.Colour = color.Red;
configEnabled = config.GetBindable<bool>(OsuSetting.FadePlayfieldWhenHealthLow);
enabled.BindValueChanged(e => this.FadeTo(e.NewValue ? 1 : 0, fade_time, Easing.OutQuint), true);
fadePlayfieldWhenHealthLow = config.GetBindable<bool>(OsuSetting.FadePlayfieldWhenHealthLow);
fadePlayfieldWhenHealthLow.BindValueChanged(_ => updateState());
ShowHealth.BindValueChanged(_ => updateState());
}
protected override void LoadComplete()
{
base.LoadComplete();
updateBindings();
updateState();
}
public override void BindHealthProcessor(HealthProcessor processor)
@ -88,26 +93,19 @@ namespace osu.Game.Screens.Play.HUD
base.BindHealthProcessor(processor);
healthProcessor = processor;
updateBindings();
updateState();
}
private void updateBindings()
private void updateState()
{
if (LoadState < LoadState.Ready)
return;
enabled.UnbindBindings();
// Don't display ever if the ruleset is not using a draining health display.
if (healthProcessor is DrainingHealthProcessor)
enabled.BindTo(configEnabled);
else
enabled.Value = false;
var showLayer = healthProcessor is DrainingHealthProcessor && fadePlayfieldWhenHealthLow.Value && ShowHealth.Value;
this.FadeTo(showLayer ? 1 : 0, fade_time, Easing.OutQuint);
}
protected override void Update()
{
double target = Math.Clamp(max_alpha * (1 - Current.Value / LowHealthThreshold), 0, max_alpha);
double target = Math.Clamp(max_alpha * (1 - Current.Value / low_health_threshold), 0, max_alpha);
boxes.Alpha = (float)Interpolation.Lerp(boxes.Alpha, target, Clock.ElapsedFrameTime * 0.01f);

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@ -262,7 +262,10 @@ namespace osu.Game.Screens.Play
Margin = new MarginPadding { Top = 20 }
};
protected virtual FailingLayer CreateFailingLayer() => new FailingLayer();
protected virtual FailingLayer CreateFailingLayer() => new FailingLayer
{
ShowHealth = { BindTarget = ShowHealthbar }
};
protected virtual KeyCounterDisplay CreateKeyCounter() => new KeyCounterDisplay
{