//Copyright (c) 2007-2016 ppy Pty Ltd . //Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using osu.Framework.Graphics; using osu.Framework.Graphics.Transformations; using osu.Game.Modes.Objects.Drawables; using osu.Game.Modes.Osu.Objects.Drawables.Pieces; using OpenTK; namespace osu.Game.Modes.Osu.Objects.Drawables { public class DrawableHitCircle : DrawableHitObject { private OsuHitObject osuObject; public ApproachCircle ApproachCircle; private CirclePiece circle; private RingPiece ring; private FlashPiece flash; private ExplodePiece explode; private NumberPiece number; private GlowPiece glow; private HitExplosion explosion; public DrawableHitCircle(HitCircle h) : base(h) { osuObject = h; Origin = Anchor.Centre; Position = osuObject.Position; Children = new Drawable[] { glow = new GlowPiece { Colour = osuObject.Colour }, circle = new CirclePiece { Colour = osuObject.Colour, Hit = Hit, }, number = new NumberPiece(), ring = new RingPiece(), flash = new FlashPiece(), explode = new ExplodePiece { Colour = osuObject.Colour, }, ApproachCircle = new ApproachCircle() { Colour = osuObject.Colour, } }; } protected override void LoadComplete() { base.LoadComplete(); //may not be so correct Size = circle.DrawSize; //force application of the state that was set before we loaded. UpdateState(State); } protected override void UpdateState(ArmedState state) { if (!IsLoaded) return; Flush(true); //move to DrawableHitObject ApproachCircle.Flush(true); double t = HitTime ?? osuObject.StartTime; Alpha = 0; //sane defaults ring.Alpha = circle.Alpha = number.Alpha = glow.Alpha = 1; ApproachCircle.Alpha = 0; ApproachCircle.Scale = new Vector2(2); explode.Alpha = 0; Scale = new Vector2(0.5f); //this will probably need to be moved to DrawableHitObject at some point. const float preempt = 600; const float fadein = 400; Delay(t - Time.Current - preempt, true); FadeIn(fadein); ApproachCircle.FadeIn(Math.Min(fadein * 2, preempt)); ApproachCircle.ScaleTo(0.6f, preempt); Delay(preempt, true); ApproachCircle.FadeOut(); glow.FadeOut(400); switch (state) { case ArmedState.Disarmed: Delay(osuObject.Duration + 200); FadeOut(200); explosion?.Expire(); explosion = null; break; case ArmedState.Armed: const double flash_in = 30; flash.FadeTo(0.8f, flash_in); flash.Delay(flash_in); flash.FadeOut(100); explode.FadeIn(flash_in); Schedule(() => Add(explosion = new HitExplosion(Judgement.Hit300))); Delay(flash_in, true); //after the flash, we can hide some elements that were behind it ring.FadeOut(); circle.FadeOut(); number.FadeOut(); FadeOut(800); ScaleTo(Scale * 1.5f, 400, EasingTypes.OutQuad); break; } } } }