mirror of https://github.com/ppy/osu
171 lines
5.4 KiB
C#
171 lines
5.4 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.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Utils;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Osu.Skinning.Default;
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using osu.Game.Rulesets.Scoring;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Skinning.Argon
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{
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public partial class ArgonJudgementPiece : JudgementPiece, IAnimatableJudgement
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{
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private RingExplosion? ringExplosion;
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[Resolved]
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private OsuColour colours { get; set; } = null!;
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public ArgonJudgementPiece(HitResult result)
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: base(result)
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{
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AutoSizeAxes = Axes.Both;
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Origin = Anchor.Centre;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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if (Result.IsHit())
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{
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AddInternal(ringExplosion = new RingExplosion(Result)
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{
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Colour = colours.ForHitResult(Result),
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});
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}
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}
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protected override SpriteText CreateJudgementText() =>
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new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Blending = BlendingParameters.Additive,
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Spacing = new Vector2(5, 0),
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Font = OsuFont.Default.With(size: 20, weight: FontWeight.Bold),
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};
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/// <summary>
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/// Plays the default animation for this judgement piece.
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/// </summary>
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/// <remarks>
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/// The base implementation only handles fade (for all result types) and misses.
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/// Individual rulesets are recommended to implement their appropriate hit animations.
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/// </remarks>
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public virtual void PlayAnimation()
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{
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if (Result == HitResult.IgnoreMiss || Result == HitResult.LargeTickMiss)
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{
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this.RotateTo(-45);
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this.ScaleTo(1.8f);
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this.ScaleTo(1.2f, 100, Easing.In);
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this.MoveTo(Vector2.Zero);
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this.MoveToOffset(new Vector2(0, 10), 800, Easing.InQuint);
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}
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else if (Result.IsMiss())
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{
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this.ScaleTo(1.6f);
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this.ScaleTo(1, 100, Easing.In);
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this.MoveTo(Vector2.Zero);
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this.MoveToOffset(new Vector2(0, 100), 800, Easing.InQuint);
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this.RotateTo(0);
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this.RotateTo(40, 800, Easing.InQuint);
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}
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else
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{
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JudgementText
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.FadeInFromZero(300, Easing.OutQuint)
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.ScaleTo(Vector2.One)
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.ScaleTo(new Vector2(1.2f), 1800, Easing.OutQuint);
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}
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this.FadeOutFromOne(800);
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ringExplosion?.PlayAnimation();
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}
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public Drawable? GetAboveHitObjectsProxiedContent() => JudgementText.CreateProxy();
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private partial class RingExplosion : CompositeDrawable
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{
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private readonly float travel = 52;
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public RingExplosion(HitResult result)
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{
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const float thickness = 4;
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const float small_size = 9;
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const float large_size = 14;
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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Blending = BlendingParameters.Additive;
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int countSmall = 0;
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int countLarge = 0;
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switch (result)
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{
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case HitResult.Meh:
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countSmall = 3;
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travel *= 0.3f;
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break;
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case HitResult.Ok:
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case HitResult.Good:
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countSmall = 4;
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travel *= 0.6f;
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break;
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case HitResult.Great:
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case HitResult.Perfect:
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countSmall = 4;
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countLarge = 4;
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break;
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}
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for (int i = 0; i < countSmall; i++)
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AddInternal(new RingPiece(thickness) { Size = new Vector2(small_size) });
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for (int i = 0; i < countLarge; i++)
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AddInternal(new RingPiece(thickness) { Size = new Vector2(large_size) });
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}
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public void PlayAnimation()
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{
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foreach (var c in InternalChildren)
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{
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const float start_position_ratio = 0.3f;
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float direction = RNG.NextSingle(0, 360);
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float distance = RNG.NextSingle(travel / 2, travel);
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c.MoveTo(new Vector2(
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MathF.Cos(direction) * distance * start_position_ratio,
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MathF.Sin(direction) * distance * start_position_ratio
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));
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c.MoveTo(new Vector2(
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MathF.Cos(direction) * distance,
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MathF.Sin(direction) * distance
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), 600, Easing.OutQuint);
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}
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this.FadeOutFromOne(1000, Easing.OutQuint);
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}
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}
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}
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}
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