Remove unnecessary BDL from bubble drawable

Improve animation duration formula
This commit is contained in:
mk56-spn 2023-01-27 11:21:11 +01:00
parent c50604f701
commit 7c81f1e75b

View File

@ -3,7 +3,6 @@
using System;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
@ -12,7 +11,6 @@ using osu.Framework.Graphics.Performance;
using osu.Framework.Graphics.Pooling;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Localisation;
using osu.Game.Graphics;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Pooling;
@ -22,7 +20,6 @@ using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
using osu.Game.Scoring;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.Mods
{
@ -63,7 +60,7 @@ namespace osu.Game.Rulesets.Osu.Mods
{
// Multiplying by 2 results in an initial size that is too large, hence 1.85 has been chosen
bubbleRadius = (float)(drawableRuleset.Beatmap.HitObjects.OfType<HitCircle>().First().Radius * 1.85f);
bubbleFade = drawableRuleset.Beatmap.HitObjects.OfType<HitCircle>().First().TimeFadeIn * 2;
bubbleFade = drawableRuleset.Beatmap.HitObjects.OfType<HitCircle>().First().TimePreempt * 2;
// We want to hide the judgements since they are obscured by the BubbleDrawable (due to layering)
drawableRuleset.Playfield.DisplayJudgements.Value = false;
@ -125,8 +122,8 @@ namespace osu.Game.Rulesets.Osu.Mods
#region Pooled Bubble drawable
//LifetimeEntry flow is necessary to allow for correct rewind behaviour, can probably be made generic later if more mods are made requiring it
//Todo: find solution to bubbles rewinding in "groups"
// LifetimeEntry flow is necessary to allow for correct rewind behaviour, can probably be made generic later if more mods are made requiring it
// Todo: find solution to bubbles rewinding in "groups"
private sealed partial class BubbleContainer : PooledDrawableWithLifetimeContainer<BubbleLifeTimeEntry, BubbleObject>
{
protected override bool RemoveRewoundEntry => true;
@ -166,8 +163,7 @@ namespace osu.Game.Rulesets.Osu.Mods
private void apply(BubbleLifeTimeEntry? entry)
{
if (entry == null)
return;
if (entry == null) return;
ApplyTransformsAt(float.MinValue, true);
ClearTransforms(true);
@ -180,38 +176,36 @@ namespace osu.Game.Rulesets.Osu.Mods
}
}
private partial class BubbleDrawable : CompositeDrawable, IHasAccentColour
private partial class BubbleDrawable : CircularContainer
{
public Color4 AccentColour { get; set; }
private readonly Circle innerCircle;
private readonly Box colourBox;
private Circle outerCircle = null!;
private Circle innerCircle = null!;
[BackgroundDependencyLoader]
private void load()
public BubbleDrawable()
{
InternalChildren = new Drawable[]
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
Masking = true;
MaskingSmoothness = 2;
BorderThickness = 0;
BorderColour = Colour4.Transparent;
EdgeEffect = new EdgeEffectParameters
{
outerCircle = new Circle
{
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Masking = true,
MaskingSmoothness = 2,
BorderThickness = 0,
BorderColour = Colour4.Transparent,
EdgeEffect = new EdgeEffectParameters
{
Type = EdgeEffectType.Shadow,
Radius = 3,
Colour = Colour4.Black.Opacity(0.05f)
}
},
Type = EdgeEffectType.Shadow,
Radius = 3,
Colour = Colour4.Black.Opacity(0.05f)
};
Children = new Drawable[]
{
colourBox = new Box { RelativeSizeAxes = Axes.Both, },
innerCircle = new Circle
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Scale = new Vector2(0.5f)
Size = new Vector2(0.5f),
}
};
}
@ -219,27 +213,24 @@ namespace osu.Game.Rulesets.Osu.Mods
public void Animate(BubbleLifeTimeEntry entry)
{
Size = entry.InitialSize;
this
.ScaleTo(entry.MaxSize, entry.FadeTime * 6, Easing.OutSine)
this.ScaleTo(entry.MaxSize, getAnimationTime() * 0.8f, Easing.OutSine)
.Then()
.ScaleTo(entry.MaxSize * 1.5f, entry.FadeTime, Easing.OutSine)
.FadeTo(0, entry.FadeTime, Easing.OutExpo);
.ScaleTo(entry.MaxSize * 1.5f, getAnimationTime() * 0.2f, Easing.OutSine)
.FadeTo(0, getAnimationTime() * 0.2f, Easing.OutExpo);
animateCircles(entry);
}
colourBox.FadeColour(entry.IsHit ? entry.Colour : Colour4.Black, getAnimationTime() * 0.1f, Easing.OutSine)
.Then()
.FadeColour(entry.IsHit ? entry.Colour.Darken(0.4f) : Colour4.Black, getAnimationTime() * 0.9f, Easing.OutSine);
private void animateCircles(BubbleLifeTimeEntry entry)
{
innerCircle.FadeColour(entry.IsHit ? entry.Colour.Darken(0.2f) : Colour4.Black)
.FadeColour(entry.IsHit ? entry.Colour.Lighten(0.2f) : Colour4.Black, entry.FadeTime * 7);
.FadeColour(entry.IsHit ? entry.Colour.Lighten(0.2f) : Colour4.Black, getAnimationTime());
innerCircle.FadeTo(0.5f, entry.FadeTime * 7, Easing.InExpo)
.ScaleTo(1.1f, entry.FadeTime * 7, Easing.InSine);
innerCircle.FadeTo(0.5f, getAnimationTime(), Easing.InExpo)
.ScaleTo(2.2f, getAnimationTime(), Easing.InSine);
outerCircle
.FadeColour(entry.IsHit ? entry.Colour : Colour4.Black, entry.FadeTime, Easing.OutSine)
.Delay(entry.FadeTime)
.FadeColour(entry.IsHit ? entry.Colour.Darken(.4f) : Colour4.Black, entry.FadeTime * 5, Easing.OutSine);
// The absolute length of the bubble's animation, can be used in fractions for animations of partial length
double getAnimationTime() => 2000 + 450 / (450 / entry.FadeTime);
}
}