Improve participants list transforms

This commit is contained in:
smoogipoo 2020-02-27 19:37:04 +09:00
parent 97c07281d8
commit fe10a64137

View File

@ -1,7 +1,6 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
@ -25,7 +24,9 @@ namespace osu.Game.Screens.Multi.Components
set set
{ {
base.RelativeSizeAxes = value; base.RelativeSizeAxes = value;
fill.RelativeSizeAxes = value;
if (tiles != null)
tiles.RelativeSizeAxes = value;
} }
} }
@ -35,21 +36,24 @@ namespace osu.Game.Screens.Multi.Components
set set
{ {
base.AutoSizeAxes = value; base.AutoSizeAxes = value;
fill.AutoSizeAxes = value;
if (tiles != null)
tiles.AutoSizeAxes = value;
} }
} }
private FillDirection direction = FillDirection.Full;
public FillDirection Direction public FillDirection Direction
{ {
get => fill.Direction; get => direction;
set => fill.Direction = value; set
} {
direction = value;
private readonly FillFlowContainer<UserTile> fill; if (tiles != null)
tiles.Direction = value;
public ParticipantsList() }
{
InternalChild = fill = new FillFlowContainer<UserTile> { Spacing = new Vector2(10) };
} }
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
@ -60,37 +64,30 @@ namespace osu.Game.Screens.Multi.Components
} }
private ScheduledDelegate scheduledUpdate; private ScheduledDelegate scheduledUpdate;
private FillFlowContainer<UserTile> tiles;
private void updateParticipants() private void updateParticipants()
{ {
scheduledUpdate?.Cancel(); scheduledUpdate?.Cancel();
scheduledUpdate = Schedule(() => scheduledUpdate = Schedule(() =>
{ {
// Remove all extra tiles with a nice, progressive fade tiles?.FadeOut(250, Easing.Out).Expire();
int time = 500;
for (int i = Participants.Count; i < fill.Count; i++) tiles = new FillFlowContainer<UserTile>
{ {
var tile = fill[i]; Alpha = 0,
Direction = Direction,
tile.Delay(500 - time).FadeOut(time, Easing.Out); AutoSizeAxes = AutoSizeAxes,
time = Math.Max(20, time - 20); RelativeSizeAxes = RelativeSizeAxes,
tile.Expire(); Spacing = new Vector2(10)
} };
// Add new tiles for all new players
for (int i = fill.Count; i < Participants.Count; i++)
{
var tile = new UserTile();
fill.Add(tile);
tile.ClearTransforms();
tile.LifetimeEnd = double.MaxValue;
tile.FadeInFromZero(250, Easing.OutQuint);
}
for (int i = 0; i < Participants.Count; i++) for (int i = 0; i < Participants.Count; i++)
fill[i].User = Participants[i]; tiles.Add(new UserTile { User = Participants[i] });
AddInternal(tiles);
tiles.Delay(250).FadeIn(250, Easing.OutQuint);
}); });
} }