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

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