mirror of https://github.com/ppy/osu
157 lines
5.5 KiB
C#
157 lines
5.5 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 System;
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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.Animations;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Screens.Play;
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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.Taiko.Skinning.Legacy
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{
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public partial class LegacyCirclePiece : CompositeDrawable, IHasAccentColour
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{
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private static readonly Vector2 circle_piece_size = new Vector2(128);
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private static readonly Vector2 max_circle_sprite_size = new Vector2(160);
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private Drawable backgroundLayer = null!;
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private Drawable? foregroundLayer;
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private Bindable<int> currentCombo { get; } = new BindableInt();
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private int animationFrame;
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// required for editor blueprints (not sure why these circle pieces are zero size).
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public override Quad ScreenSpaceDrawQuad => backgroundLayer.ScreenSpaceDrawQuad;
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private TimingControlPoint timingPoint = TimingControlPoint.DEFAULT;
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public LegacyCirclePiece()
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{
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RelativeSizeAxes = Axes.Both;
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}
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[Resolved(canBeNull: true)]
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private GameplayState? gameplayState { get; set; }
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[BackgroundDependencyLoader]
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private void load(ISkinSource skin, DrawableHitObject drawableHitObject, IBeatSyncProvider? beatSyncProvider)
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{
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Drawable? getDrawableFor(string lookup, bool animatable)
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{
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const string normal_hit = "taikohit";
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const string big_hit = "taikobig";
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string prefix = ((drawableHitObject.HitObject as TaikoStrongableHitObject)?.IsStrong ?? false) ? big_hit : normal_hit;
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return skin.GetAnimation($"{prefix}{lookup}", animatable, false, maxSize: max_circle_sprite_size) ??
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// fallback to regular size if "big" version doesn't exist.
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skin.GetAnimation($"{normal_hit}{lookup}", animatable, false, maxSize: max_circle_sprite_size);
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}
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// backgroundLayer is guaranteed to exist due to the pre-check in TaikoLegacySkinTransformer.
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AddInternal(backgroundLayer = new LegacyKiaiFlashingDrawable(() => getDrawableFor("circle", false))
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre
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});
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foregroundLayer = getDrawableFor("circleoverlay", true);
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if (foregroundLayer != null)
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{
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foregroundLayer.Anchor = Anchor.Centre;
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foregroundLayer.Origin = Anchor.Centre;
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// Animations in taiko skins are used in a custom way (>150 combo and animating in time with beat).
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// For now just stop at first frame for sanity.
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if (foregroundLayer is IFramedAnimation animatedForegroundLayer)
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animatedForegroundLayer.Stop();
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AddInternal(foregroundLayer);
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}
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drawableHitObject.StartTimeBindable.BindValueChanged(startTime =>
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{
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timingPoint = beatSyncProvider?.ControlPoints?.TimingPointAt(startTime.NewValue) ?? TimingControlPoint.DEFAULT;
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}, true);
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if (gameplayState != null)
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currentCombo.BindTo(gameplayState.ScoreProcessor.Combo);
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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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updateAccentColour();
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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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// Not all skins (including the default osu-stable) have similar sizes for "hitcircle" and "hitcircleoverlay".
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// This ensures they are scaled relative to each other but also match the expected DrawableHit size.
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foreach (var c in InternalChildren)
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c.Scale = new Vector2(DrawHeight / circle_piece_size.Y);
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if (foregroundLayer is IFramedAnimation animatedForegroundLayer)
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animateForegroundLayer(animatedForegroundLayer);
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}
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private void animateForegroundLayer(IFramedAnimation animation)
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{
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int multiplier;
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if (currentCombo.Value >= 150)
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{
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multiplier = 2;
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}
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else if (currentCombo.Value >= 50)
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{
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multiplier = 1;
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}
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else
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{
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animation.GotoFrame(0);
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return;
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}
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animationFrame = Math.Abs(Time.Current - timingPoint.Time) % ((timingPoint.BeatLength * 2) / multiplier) >= timingPoint.BeatLength / multiplier ? 0 : 1;
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animation.GotoFrame(animationFrame);
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}
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private Color4 accentColour;
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public Color4 AccentColour
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{
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get => accentColour;
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set
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{
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if (value == accentColour)
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return;
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accentColour = value;
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if (IsLoaded)
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updateAccentColour();
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}
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}
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private void updateAccentColour()
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{
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backgroundLayer.Colour = LegacyColourCompatibility.DisallowZeroAlpha(accentColour);
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}
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}
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}
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