osu/osu.Game.Rulesets.Taiko/Skinning/Legacy/TaikoLegacyPlayfieldBackgro...

61 lines
1.9 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.Audio.Track;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Graphics.Containers;
using osu.Game.Skinning;
using osuTK;
namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
{
public partial class TaikoLegacyPlayfieldBackgroundRight : BeatSyncedContainer
{
private Sprite kiai = null!;
private bool isKiaiActive;
[BackgroundDependencyLoader]
private void load(ISkinSource skin)
{
RelativeSizeAxes = Axes.Both;
InternalChildren = new Drawable[]
{
new Sprite
{
Texture = skin.GetTexture("taiko-bar-right"),
RelativeSizeAxes = Axes.Both,
Size = Vector2.One,
},
kiai = new Sprite
{
Texture = skin.GetTexture("taiko-bar-right-glow"),
RelativeSizeAxes = Axes.Both,
Size = Vector2.One,
Alpha = 0,
}
};
}
protected override void Update()
{
base.Update();
if (isKiaiActive)
kiai.Alpha = (float)Math.Min(1, kiai.Alpha + Math.Abs(Clock.ElapsedFrameTime) / 200f);
else
kiai.Alpha = (float)Math.Max(0, kiai.Alpha - Math.Abs(Clock.ElapsedFrameTime) / 200f);
}
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
{
isKiaiActive = effectPoint.KiaiMode;
}
}
}