// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using osu.Framework.Allocation; using osu.Framework.Extensions.Color4Extensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Shapes; using osu.Framework.MathUtils; using osu.Game.Graphics; using osu.Game.Rulesets.Catch.Judgements; using osu.Game.Rulesets.Objects.Drawables; using OpenTK; using OpenTK.Graphics; namespace osu.Game.Rulesets.Catch.Objects.Drawable { internal class DrawableFruit : DrawableScrollingHitObject { private class Pulp : Circle, IHasAccentColour { public Pulp() { EdgeEffect = new EdgeEffectParameters { Type = EdgeEffectType.Glow, Radius = 5, Colour = AccentColour.Opacity(0.5f), }; } public Color4 AccentColour { get; set; } = Color4.White; } public DrawableFruit(CatchBaseHit h) : base(h) { Origin = Anchor.Centre; Size = new Vector2(50); RelativePositionAxes = Axes.Both; X = h.Position; Rotation = (float)(RNG.NextDouble() - 0.5f) * 40; } [BackgroundDependencyLoader] private void load() { Children = new Framework.Graphics.Drawable[] { new Box { RelativeSizeAxes = Axes.Both, Colour = Color4.Red, }, new Pulp { RelativePositionAxes = Axes.Both, RelativeSizeAxes = Axes.Both, Anchor = Anchor.TopCentre, Origin = Anchor.Centre, Scale = new Vector2(0.12f), Y = 0.08f, }, new Pulp { RelativePositionAxes = Axes.Both, RelativeSizeAxes = Axes.Both, Anchor = Anchor.TopCentre, Origin = Anchor.Centre, Scale = new Vector2(0.32f), Position = new Vector2(-0.16f, 0.3f), }, new Pulp { RelativePositionAxes = Axes.Both, RelativeSizeAxes = Axes.Both, Anchor = Anchor.TopCentre, Origin = Anchor.Centre, Scale = new Vector2(0.32f), Position = new Vector2(0.16f, 0.3f), }, new Pulp { RelativePositionAxes = Axes.Both, RelativeSizeAxes = Axes.Both, Anchor = Anchor.TopCentre, Origin = Anchor.Centre, Scale = new Vector2(0.32f), Position = new Vector2(0, 0.6f), }, }; } protected override CatchJudgement CreateJudgement() => new CatchJudgement(); private const float preempt = 1000; protected override void UpdateState(ArmedState state) { using (BeginAbsoluteSequence(HitObject.StartTime - preempt)) { // animation this.FadeIn(200); } } } }