mirror of https://github.com/ppy/osu
132 lines
4.2 KiB
C#
132 lines
4.2 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 osu.Framework.Audio;
|
|
using osu.Framework.Bindables;
|
|
using osu.Game.Rulesets.UI;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Audio.Sample;
|
|
using osu.Framework.Audio.Track;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Utils;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Rulesets.Objects.Drawables;
|
|
using osuTK;
|
|
using osuTK.Graphics;
|
|
|
|
namespace osu.Game.Screens.Play
|
|
{
|
|
/// <summary>
|
|
/// Manage the animation to be applied when a player fails.
|
|
/// Single file; automatically disposed after use.
|
|
/// </summary>
|
|
public class FailAnimation : Component
|
|
{
|
|
public Action OnComplete;
|
|
|
|
private readonly DrawableRuleset drawableRuleset;
|
|
|
|
private readonly BindableDouble trackFreq = new BindableDouble(1);
|
|
|
|
private Track track;
|
|
|
|
private const float duration = 2500;
|
|
|
|
private SampleChannel failSample;
|
|
|
|
public FailAnimation(DrawableRuleset drawableRuleset)
|
|
{
|
|
this.drawableRuleset = drawableRuleset;
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(AudioManager audio, IBindable<WorkingBeatmap> beatmap)
|
|
{
|
|
track = beatmap.Value.Track;
|
|
failSample = audio.Samples.Get(@"Gameplay/failsound");
|
|
}
|
|
|
|
private bool started;
|
|
|
|
/// <summary>
|
|
/// Start the fail animation playing.
|
|
/// </summary>
|
|
/// <exception cref="InvalidOperationException">Thrown if started more than once.</exception>
|
|
public void Start()
|
|
{
|
|
if (started) throw new InvalidOperationException("Animation cannot be started more than once.");
|
|
|
|
started = true;
|
|
|
|
failSample.Play();
|
|
|
|
this.TransformBindableTo(trackFreq, 0, duration).OnComplete(_ =>
|
|
{
|
|
OnComplete?.Invoke();
|
|
Expire();
|
|
});
|
|
|
|
track.AddAdjustment(AdjustableProperty.Frequency, trackFreq);
|
|
|
|
applyToPlayfield(drawableRuleset.Playfield);
|
|
drawableRuleset.Playfield.HitObjectContainer.FlashColour(Color4.Red, 500);
|
|
drawableRuleset.Playfield.HitObjectContainer.FadeOut(duration / 2);
|
|
}
|
|
|
|
protected override void Update()
|
|
{
|
|
base.Update();
|
|
|
|
if (!started)
|
|
return;
|
|
|
|
applyToPlayfield(drawableRuleset.Playfield);
|
|
}
|
|
|
|
private readonly List<DrawableHitObject> appliedObjects = new List<DrawableHitObject>();
|
|
|
|
private void applyToPlayfield(Playfield playfield)
|
|
{
|
|
double failTime = playfield.Time.Current;
|
|
|
|
foreach (var nested in playfield.NestedPlayfields)
|
|
applyToPlayfield(nested);
|
|
|
|
foreach (DrawableHitObject obj in playfield.HitObjectContainer.AliveObjects)
|
|
{
|
|
if (appliedObjects.Contains(obj))
|
|
continue;
|
|
|
|
float rotation = RNG.NextSingle(-90, 90);
|
|
Vector2 originalPosition = obj.Position;
|
|
Vector2 originalScale = obj.Scale;
|
|
|
|
dropOffScreen(obj, failTime, rotation, originalScale, originalPosition);
|
|
|
|
// need to reapply the fail drop after judgement state changes
|
|
obj.ApplyCustomUpdateState += (o, _) => dropOffScreen(obj, failTime, rotation, originalScale, originalPosition);
|
|
|
|
appliedObjects.Add(obj);
|
|
}
|
|
}
|
|
|
|
private void dropOffScreen(DrawableHitObject obj, double failTime, float randomRotation, Vector2 originalScale, Vector2 originalPosition)
|
|
{
|
|
using (obj.BeginAbsoluteSequence(failTime))
|
|
{
|
|
obj.RotateTo(randomRotation, duration);
|
|
obj.ScaleTo(originalScale * 0.5f, duration);
|
|
obj.MoveTo(originalPosition + new Vector2(0, 400), duration);
|
|
}
|
|
}
|
|
|
|
protected override void Dispose(bool isDisposing)
|
|
{
|
|
base.Dispose(isDisposing);
|
|
track?.RemoveAdjustment(AdjustableProperty.Frequency, trackFreq);
|
|
}
|
|
}
|
|
}
|