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https://github.com/ppy/osu
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662281d727
Matches stable 1:1 for legacy skins. I've left lazer default as it is because changing to use the shorter apperance looks bad. This will probably change as we proceed with the redesign of the default skin.
100 lines
3.3 KiB
C#
100 lines
3.3 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Skinning
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{
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/// <summary>
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/// Legacy skinned spinner with two main spinning layers, one fixed overlay and one final spinning overlay.
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/// No background layer.
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/// </summary>
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public class LegacyNewStyleSpinner : CompositeDrawable
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{
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private Sprite discBottom;
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private Sprite discTop;
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private Sprite spinningMiddle;
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private Sprite fixedMiddle;
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private DrawableSpinner drawableSpinner;
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private const float final_scale = 0.625f;
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[BackgroundDependencyLoader]
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private void load(ISkinSource source, DrawableHitObject drawableObject)
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{
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drawableSpinner = (DrawableSpinner)drawableObject;
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Scale = new Vector2(final_scale);
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InternalChildren = new Drawable[]
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{
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discBottom = new Sprite
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Texture = source.GetTexture("spinner-bottom")
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},
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discTop = new Sprite
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Texture = source.GetTexture("spinner-top")
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},
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fixedMiddle = new Sprite
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Texture = source.GetTexture("spinner-middle")
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},
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spinningMiddle = new Sprite
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Texture = source.GetTexture("spinner-middle2")
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}
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};
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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this.FadeOut();
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drawableSpinner.State.BindValueChanged(updateStateTransforms, true);
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}
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private void updateStateTransforms(ValueChangedEvent<ArmedState> state)
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{
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var spinner = (Spinner)drawableSpinner.HitObject;
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using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimeFadeIn / 2, true))
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this.FadeInFromZero(spinner.TimeFadeIn / 2);
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fixedMiddle.FadeColour(Color4.White);
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using (BeginAbsoluteSequence(spinner.StartTime, true))
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fixedMiddle.FadeColour(Color4.Red, spinner.Duration);
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}
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protected override void Update()
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{
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base.Update();
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spinningMiddle.Rotation = discTop.Rotation = drawableSpinner.RotationTracker.Rotation;
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discBottom.Rotation = discTop.Rotation / 3;
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Scale = new Vector2(final_scale * (0.8f + (float)Interpolation.ApplyEasing(Easing.Out, drawableSpinner.Progress) * 0.2f));
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}
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}
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}
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