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https://github.com/ppy/osu
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98 lines
3.2 KiB
C#
98 lines
3.2 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 osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Rulesets.Mania.Objects.Drawables;
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using osu.Game.Rulesets.Mania.Skinning.Default;
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using osu.Game.Rulesets.Objects.Drawables;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Mania.Skinning.Argon
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{
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/// <summary>
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/// Represents length-wise portion of a hold note.
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/// </summary>
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public partial class ArgonHoldBodyPiece : CompositeDrawable, IHoldNoteBody
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{
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protected readonly Bindable<Color4> AccentColour = new Bindable<Color4>();
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protected readonly IBindable<bool> IsHitting = new Bindable<bool>();
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private Drawable background = null!;
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private Box foreground = null!;
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public ArgonHoldBodyPiece()
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{
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RelativeSizeAxes = Axes.Both;
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// Without this, the width of the body will be slightly larger than the head/tail.
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Masking = true;
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CornerRadius = ArgonNotePiece.CORNER_RADIUS;
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Blending = BlendingParameters.Additive;
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}
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[BackgroundDependencyLoader(true)]
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private void load(DrawableHitObject? drawableObject)
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{
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InternalChildren = new[]
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{
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background = new Box { RelativeSizeAxes = Axes.Both },
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foreground = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Blending = BlendingParameters.Additive,
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Alpha = 0,
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},
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};
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if (drawableObject != null)
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{
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var holdNote = (DrawableHoldNote)drawableObject;
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AccentColour.BindTo(holdNote.AccentColour);
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IsHitting.BindTo(holdNote.IsHitting);
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}
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AccentColour.BindValueChanged(colour =>
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{
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background.Colour = colour.NewValue.Darken(1.2f);
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foreground.Colour = colour.NewValue.Opacity(0.2f);
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}, true);
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IsHitting.BindValueChanged(hitting =>
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{
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const float animation_length = 50;
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foreground.ClearTransforms();
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if (hitting.NewValue)
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{
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// wait for the next sync point
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double synchronisedOffset = animation_length * 2 - Time.Current % (animation_length * 2);
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using (foreground.BeginDelayedSequence(synchronisedOffset))
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{
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foreground.FadeTo(1, animation_length).Then()
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.FadeTo(0.5f, animation_length)
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.Loop();
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}
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}
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else
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{
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foreground.FadeOut(animation_length);
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}
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});
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}
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public void Recycle()
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{
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foreground.ClearTransforms();
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foreground.Alpha = 0;
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}
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}
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}
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