mirror of https://github.com/ppy/osu
Scale pieces individually and use skin source directly
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ef8f9aa276
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@ -21,10 +21,6 @@ public class DrawableHitCircle : DrawableOsuHitObject, IDrawableHitObjectWithPro
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{
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public ApproachCircle ApproachCircle { get; }
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public IBindable<bool> ExpandNumberPiece => expandNumberPiece;
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private readonly BindableBool expandNumberPiece = new BindableBool();
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private readonly IBindable<Vector2> positionBindable = new Bindable<Vector2>();
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private readonly IBindable<int> stackHeightBindable = new Bindable<int>();
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private readonly IBindable<float> scaleBindable = new Bindable<float>();
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@ -111,13 +107,6 @@ public override double LifetimeEnd
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}
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}
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protected override void ApplySkin(ISkinSource skin, bool allowFallback)
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{
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base.ApplySkin(skin, allowFallback);
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expandNumberPiece.Value = skin.GetConfig<OsuSkinConfiguration, bool>(OsuSkinConfiguration.ExpandNumberPiece)?.Value ?? false;
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}
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
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Debug.Assert(HitObject.HitWindows != null);
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@ -14,8 +14,6 @@
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using osu.Game.Skinning;
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using osuTK;
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using osuTK.Graphics;
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using System.Collections.Generic;
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using System.Linq;
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namespace osu.Game.Rulesets.Osu.Skinning
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{
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@ -26,21 +24,21 @@ public LegacyMainCirclePiece()
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Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
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}
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private Sprite hitCircleSprite;
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private Sprite hitCircleSprite, hitCircleOverlay;
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private SkinnableSpriteText hitCircleText;
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private List<Drawable> scalables;
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private readonly IBindable<ArmedState> state = new Bindable<ArmedState>();
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private readonly Bindable<Color4> accentColour = new Bindable<Color4>();
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private readonly IBindable<int> indexInCurrentCombo = new Bindable<int>();
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private readonly IBindable<bool> expandNumberPiece = new BindableBool();
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[Resolved]
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private DrawableHitObject drawableObject { get; set; }
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[Resolved]
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private ISkinSource skin { get; set; }
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[BackgroundDependencyLoader]
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private void load(ISkinSource skin)
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private void load()
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{
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OsuHitObject osuObject = (OsuHitObject)drawableObject.HitObject;
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DrawableHitCircle drawableCircle = (DrawableHitCircle)drawableObject;
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@ -59,7 +57,7 @@ private void load(ISkinSource skin)
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Font = OsuFont.Numeric.With(size: 40),
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UseFullGlyphHeight = false,
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}, confineMode: ConfineMode.NoScaling),
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new Sprite
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hitCircleOverlay = new Sprite
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{
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Texture = skin.GetTexture("hitcircleoverlay"),
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Anchor = Anchor.Centre,
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@ -70,7 +68,6 @@ private void load(ISkinSource skin)
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state.BindTo(drawableObject.State);
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accentColour.BindTo(drawableObject.AccentColour);
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indexInCurrentCombo.BindTo(osuObject.IndexInCurrentComboBindable);
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expandNumberPiece.BindTo(drawableCircle.ExpandNumberPiece);
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}
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protected override void LoadComplete()
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@ -80,13 +77,6 @@ protected override void LoadComplete()
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state.BindValueChanged(updateState, true);
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accentColour.BindValueChanged(colour => hitCircleSprite.Colour = colour.NewValue, true);
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indexInCurrentCombo.BindValueChanged(index => hitCircleText.Text = (index.NewValue + 1).ToString(), true);
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expandNumberPiece.BindValueChanged(expand =>
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{
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scalables = InternalChildren.ToList();
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if (!expand.NewValue)
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scalables.Remove(hitCircleText);
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}, true);
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}
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private void updateState(ValueChangedEvent<ArmedState> state)
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@ -97,7 +87,13 @@ private void updateState(ValueChangedEvent<ArmedState> state)
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{
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case ArmedState.Hit:
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this.FadeOut(legacy_fade_duration, Easing.Out);
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scalables.ForEach(d => d.ScaleTo(1.4f, legacy_fade_duration, Easing.Out));
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hitCircleSprite.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
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hitCircleOverlay.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
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if (skin.GetConfig<OsuSkinConfiguration, bool>(OsuSkinConfiguration.ExpandNumberPiece).Value)
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hitCircleText.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
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break;
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}
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}
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