mirror of https://github.com/ppy/osu
Merge pull request #22412 from peppy/argon-kiai
Add very basic kiai flash to argon hit circles
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commit
c4dce30de5
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@ -4,29 +4,38 @@
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#nullable disable
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using NUnit.Framework;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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namespace osu.Game.Rulesets.Osu.Tests
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{
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[TestFixture]
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public partial class TestSceneHitCircleKiai : TestSceneHitCircle
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public partial class TestSceneHitCircleKiai : TestSceneHitCircle, IBeatSyncProvider
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{
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private ControlPointInfo controlPoints { get; set; }
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[SetUp]
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public void SetUp() => Schedule(() =>
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{
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var controlPointInfo = new ControlPointInfo();
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controlPoints = new ControlPointInfo();
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controlPointInfo.Add(0, new TimingControlPoint { BeatLength = 500 });
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controlPointInfo.Add(0, new EffectControlPoint { KiaiMode = true });
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controlPoints.Add(0, new TimingControlPoint { BeatLength = 500 });
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controlPoints.Add(0, new EffectControlPoint { KiaiMode = true });
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Beatmap.Value = CreateWorkingBeatmap(new Beatmap
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{
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ControlPointInfo = controlPointInfo
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ControlPointInfo = controlPoints
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});
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// track needs to be playing for BeatSyncedContainer to work.
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Beatmap.Value.Track.Start();
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});
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ChannelAmplitudes IHasAmplitudes.CurrentAmplitudes => new ChannelAmplitudes();
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ControlPointInfo IBeatSyncProvider.ControlPoints => controlPoints;
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IClock IBeatSyncProvider.Clock => Clock;
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}
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}
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@ -44,6 +44,7 @@ public partial class ArgonMainCirclePiece : CompositeDrawable
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private readonly IBindable<Color4> accentColour = new Bindable<Color4>();
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private readonly IBindable<int> indexInCurrentCombo = new Bindable<int>();
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private readonly FlashPiece flash;
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private readonly Container kiaiContainer;
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private Bindable<bool> configHitLighting = null!;
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@ -82,6 +83,17 @@ public ArgonMainCirclePiece(bool withOuterFill)
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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kiaiContainer = new CircularContainer
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{
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Masking = true,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = Size,
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Child = new KiaiFlash
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{
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RelativeSizeAxes = Axes.Both,
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}
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},
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number = new OsuSpriteText
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{
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Font = OsuFont.Default.With(size: 52, weight: FontWeight.Bold),
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@ -119,6 +131,7 @@ protected override void LoadComplete()
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outerGradient.ClearTransforms(targetMember: nameof(Colour));
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outerGradient.Colour = ColourInfo.GradientVertical(colour.NewValue, colour.NewValue.Darken(0.1f));
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kiaiContainer.Colour = colour.NewValue;
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outerFill.Colour = innerFill.Colour = colour.NewValue.Darken(4);
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innerGradient.Colour = ColourInfo.GradientVertical(colour.NewValue.Darken(0.5f), colour.NewValue.Darken(0.6f));
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flash.Colour = colour.NewValue;
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@ -180,6 +193,11 @@ private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedSta
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// gradient layers.
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border.ResizeTo(Size * shrink_size + new Vector2(border.BorderThickness), resize_duration, Easing.OutElasticHalf);
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// Kiai flash should track the overall size but also be cleaned up quite fast, so we don't get additional
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// flashes after the hit animation is already in a mostly-completed state.
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kiaiContainer.ResizeTo(Size * shrink_size, resize_duration, Easing.OutElasticHalf);
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kiaiContainer.FadeOut(flash_in_duration, Easing.OutQuint);
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// The outer gradient is resize with a slight delay from the border.
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// This is to give it a bomb-like effect, with the border "triggering" its animation when getting close.
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using (BeginDelayedSequence(flash_in_duration / 12))
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