osu/osu.Game.Rulesets.Taiko/Skinning/Legacy/LegacyHitExplosion.cs

86 lines
2.6 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 JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Animations;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Taiko.UI;
namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
{
public class LegacyHitExplosion : CompositeDrawable, IAnimatableHitExplosion
{
private readonly Drawable sprite;
[CanBeNull]
private readonly Drawable strongSprite;
/// <summary>
/// Creates a new legacy hit explosion.
/// </summary>
/// <remarks>
/// Contrary to stable's, this implementation doesn't require a frame-perfect hit
/// for the strong sprite to be displayed.
/// </remarks>
/// <param name="sprite">The normal legacy explosion sprite.</param>
/// <param name="strongSprite">The strong legacy explosion sprite.</param>
public LegacyHitExplosion(Drawable sprite, [CanBeNull] Drawable strongSprite = null)
{
this.sprite = sprite;
this.strongSprite = strongSprite;
}
[BackgroundDependencyLoader]
private void load()
{
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
AutoSizeAxes = Axes.Both;
AddInternal(sprite.With(s =>
{
s.Anchor = Anchor.Centre;
s.Origin = Anchor.Centre;
}));
if (strongSprite != null)
{
AddInternal(strongSprite.With(s =>
{
s.Alpha = 0;
s.Anchor = Anchor.Centre;
s.Origin = Anchor.Centre;
}));
}
}
public void Animate(DrawableHitObject drawableHitObject)
{
const double animation_time = 120;
(sprite as IFramedAnimation)?.GotoFrame(0);
(strongSprite as IFramedAnimation)?.GotoFrame(0);
this.FadeInFromZero(animation_time).Then().FadeOut(animation_time * 1.5);
this.ScaleTo(0.6f)
.Then().ScaleTo(1.1f, animation_time * 0.8)
.Then().ScaleTo(0.9f, animation_time * 0.4)
.Then().ScaleTo(1f, animation_time * 0.2);
}
public void AnimateSecondHit()
{
if (strongSprite == null)
return;
sprite.FadeOut(50, Easing.OutQuint);
strongSprite.FadeIn(50, Easing.OutQuint);
}
}
}