osu/osu.Game/Screens/Ranking/Expanded/Accuracy/AccuracyCircle.cs
2020-03-19 11:58:52 +09:00

255 lines
9.9 KiB
C#

// 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.
using System;
using osu.Framework.Allocation;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
using osu.Framework.Utils;
using osu.Game.Graphics;
using osu.Game.Scoring;
using osuTK;
namespace osu.Game.Screens.Ranking.Expanded.Accuracy
{
/// <summary>
/// The component that displays the player's accuracy on the results screen.
/// </summary>
public class AccuracyCircle : CompositeDrawable
{
/// <summary>
/// Duration for the transforms causing this component to appear.
/// </summary>
public const double APPEAR_DURATION = 200;
/// <summary>
/// Delay before the accuracy circle starts filling.
/// </summary>
public const double ACCURACY_TRANSFORM_DELAY = 450;
/// <summary>
/// Duration for the accuracy circle fill.
/// </summary>
public const double ACCURACY_TRANSFORM_DURATION = 3000;
/// <summary>
/// Delay after <see cref="ACCURACY_TRANSFORM_DURATION"/> for the rank text (A/B/C/D/S/SS) to appear.
/// </summary>
public const double TEXT_APPEAR_DELAY = ACCURACY_TRANSFORM_DURATION / 2;
/// <summary>
/// Delay before the rank circles start filling.
/// </summary>
public const double RANK_CIRCLE_TRANSFORM_DELAY = 150;
/// <summary>
/// Duration for the rank circle fills.
/// </summary>
public const double RANK_CIRCLE_TRANSFORM_DURATION = 800;
/// <summary>
/// Relative width of the rank circles.
/// </summary>
public const float RANK_CIRCLE_RADIUS = 0.06f;
/// <summary>
/// Relative width of the circle showing the accuracy.
/// </summary>
private const float accuracy_circle_radius = 0.2f;
/// <summary>
/// SS is displayed as a 1% region, otherwise it would be invisible.
/// </summary>
private const double virtual_ss_percentage = 0.01;
/// <summary>
/// The easing for the circle filling transforms.
/// </summary>
public static readonly Easing ACCURACY_TRANSFORM_EASING = Easing.OutPow10;
private readonly ScoreInfo score;
private SmoothCircularProgress accuracyCircle;
private SmoothCircularProgress innerMask;
private Container<RankBadge> badges;
private RankText rankText;
public AccuracyCircle(ScoreInfo score)
{
this.score = score;
}
[BackgroundDependencyLoader]
private void load()
{
InternalChildren = new Drawable[]
{
new SmoothCircularProgress
{
Name = "Background circle",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.Gray(47),
Alpha = 0.5f,
InnerRadius = accuracy_circle_radius + 0.01f, // Extends a little bit into the circle
Current = { Value = 1 },
},
accuracyCircle = new SmoothCircularProgress
{
Name = "Accuracy circle",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = ColourInfo.GradientVertical(Color4Extensions.FromHex("#7CF6FF"), Color4Extensions.FromHex("#BAFFA9")),
InnerRadius = accuracy_circle_radius,
},
new BufferedContainer
{
Name = "Graded circles",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Size = new Vector2(0.8f),
Padding = new MarginPadding(2),
Children = new Drawable[]
{
new SmoothCircularProgress
{
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.X),
InnerRadius = RANK_CIRCLE_RADIUS,
Current = { Value = 1 }
},
new SmoothCircularProgress
{
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.S),
InnerRadius = RANK_CIRCLE_RADIUS,
Current = { Value = 1 - virtual_ss_percentage }
},
new SmoothCircularProgress
{
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.A),
InnerRadius = RANK_CIRCLE_RADIUS,
Current = { Value = 0.95f }
},
new SmoothCircularProgress
{
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.B),
InnerRadius = RANK_CIRCLE_RADIUS,
Current = { Value = 0.9f }
},
new SmoothCircularProgress
{
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.C),
InnerRadius = RANK_CIRCLE_RADIUS,
Current = { Value = 0.8f }
},
new SmoothCircularProgress
{
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.D),
InnerRadius = RANK_CIRCLE_RADIUS,
Current = { Value = 0.7f }
},
new RankNotch(0),
new RankNotch((float)(1 - virtual_ss_percentage)),
new RankNotch(0.95f),
new RankNotch(0.9f),
new RankNotch(0.8f),
new RankNotch(0.7f),
new BufferedContainer
{
Name = "Graded circle mask",
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding(1),
Blending = new BlendingParameters
{
Source = BlendingType.DstColor,
Destination = BlendingType.OneMinusSrcAlpha,
SourceAlpha = BlendingType.One,
DestinationAlpha = BlendingType.SrcAlpha
},
Child = innerMask = new SmoothCircularProgress
{
RelativeSizeAxes = Axes.Both,
InnerRadius = RANK_CIRCLE_RADIUS - 0.01f,
}
}
}
},
badges = new Container<RankBadge>
{
Name = "Rank badges",
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Vertical = -15, Horizontal = -20 },
Children = new[]
{
new RankBadge(1f, ScoreRank.X),
new RankBadge(0.95f, ScoreRank.S),
new RankBadge(0.9f, ScoreRank.A),
new RankBadge(0.8f, ScoreRank.B),
new RankBadge(0.7f, ScoreRank.C),
new RankBadge(0.35f, ScoreRank.D),
}
},
rankText = new RankText(score.Rank)
};
}
protected override void LoadComplete()
{
base.LoadComplete();
this.ScaleTo(0).Then().ScaleTo(1, APPEAR_DURATION, Easing.OutQuint);
using (BeginDelayedSequence(RANK_CIRCLE_TRANSFORM_DELAY, true))
innerMask.FillTo(1f, RANK_CIRCLE_TRANSFORM_DURATION, ACCURACY_TRANSFORM_EASING);
using (BeginDelayedSequence(ACCURACY_TRANSFORM_DELAY, true))
{
double targetAccuracy = score.Rank == ScoreRank.X || score.Rank == ScoreRank.XH ? 1 : Math.Min(1 - virtual_ss_percentage, score.Accuracy);
accuracyCircle.FillTo(targetAccuracy, ACCURACY_TRANSFORM_DURATION, ACCURACY_TRANSFORM_EASING);
foreach (var badge in badges)
{
if (badge.Accuracy > score.Accuracy)
continue;
using (BeginDelayedSequence(inverseEasing(ACCURACY_TRANSFORM_EASING, Math.Min(1 - virtual_ss_percentage, badge.Accuracy) / targetAccuracy) * ACCURACY_TRANSFORM_DURATION, true))
badge.Appear();
}
using (BeginDelayedSequence(TEXT_APPEAR_DELAY, true))
rankText.Appear();
}
}
private double inverseEasing(Easing easing, double targetValue)
{
double test = 0;
double result = 0;
int count = 2;
while (Math.Abs(result - targetValue) > 0.005)
{
int dir = Math.Sign(targetValue - result);
test += dir * 1.0 / count;
result = Interpolation.ApplyEasing(easing, test);
count++;
}
return test;
}
}
}