mirror of
https://github.com/ppy/osu
synced 2025-01-01 11:52:20 +00:00
Add initial implementation of hit lighting
Requires a supporting skin, like osu!classic for now.
This commit is contained in:
parent
63cc8d4f90
commit
ba76f09c99
@ -1,22 +1,66 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Game.Configuration;
|
||||
using osuTK;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Skinning;
|
||||
using osuTK.Graphics;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Objects.Drawables
|
||||
{
|
||||
public class DrawableOsuJudgement : DrawableJudgement
|
||||
{
|
||||
private SkinnableSprite lighting;
|
||||
private Bindable<Color4> lightingColour;
|
||||
|
||||
public DrawableOsuJudgement(JudgementResult result, DrawableHitObject judgedObject)
|
||||
: base(result, judgedObject)
|
||||
{
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuConfigManager config)
|
||||
{
|
||||
if (config.Get<bool>(OsuSetting.HitLighting) && Result.Type != HitResult.Miss)
|
||||
{
|
||||
AddInternal(lighting = new SkinnableSprite("lighting")
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
Blending = BlendingParameters.Additive,
|
||||
Depth = float.MaxValue
|
||||
});
|
||||
|
||||
if (JudgedObject != null)
|
||||
{
|
||||
lightingColour = JudgedObject.AccentColour.GetBoundCopy();
|
||||
lightingColour.BindValueChanged(colour => lighting.Colour = colour.NewValue, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
lighting.Colour = Color4.White;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override double FadeOutDelay => lighting == null ? base.FadeOutDelay : 1400;
|
||||
|
||||
protected override void ApplyHitAnimations()
|
||||
{
|
||||
if (lighting != null)
|
||||
{
|
||||
JudgementBody.Delay(FadeInDuration).FadeOut(400);
|
||||
|
||||
lighting.ScaleTo(0.8f).ScaleTo(1.2f, 600, Easing.Out);
|
||||
lighting.FadeIn(200).Then().Delay(200).FadeOut(1000);
|
||||
}
|
||||
|
||||
JudgementText?.TransformSpacingTo(new Vector2(14, 0), 1800, Easing.OutQuint);
|
||||
base.ApplyHitAnimations();
|
||||
}
|
||||
|
@ -34,10 +34,14 @@ namespace osu.Game.Rulesets.Judgements
|
||||
|
||||
/// <summary>
|
||||
/// Duration of initial fade in.
|
||||
/// Default fade out will start immediately after this duration.
|
||||
/// </summary>
|
||||
protected virtual double FadeInDuration => 100;
|
||||
|
||||
/// <summary>
|
||||
/// Duration to wait until fade out begins. Defaults to <see cref="FadeInDuration"/>.
|
||||
/// </summary>
|
||||
protected virtual double FadeOutDelay => FadeInDuration;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a drawable which visualises a <see cref="Judgements.Judgement"/>.
|
||||
/// </summary>
|
||||
@ -76,7 +80,7 @@ namespace osu.Game.Rulesets.Judgements
|
||||
JudgementBody.ScaleTo(0.9f);
|
||||
JudgementBody.ScaleTo(1, 500, Easing.OutElastic);
|
||||
|
||||
this.Delay(FadeInDuration).FadeOut(400);
|
||||
this.Delay(FadeOutDelay).FadeOut(400);
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
|
Loading…
Reference in New Issue
Block a user