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https://github.com/ppy/osu
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76 lines
2.5 KiB
C#
76 lines
2.5 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.Graphics;
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using osu.Framework.Graphics.Animations;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Skinning
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{
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public class LegacyJudgementPieceOld : CompositeDrawable, IAnimatableJudgement
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{
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private readonly HitResult result;
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private readonly float finalScale;
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public LegacyJudgementPieceOld(HitResult result, Func<Drawable> createMainDrawable, float finalScale = 1f)
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{
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this.result = result;
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this.finalScale = finalScale;
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AutoSizeAxes = Axes.Both;
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Origin = Anchor.Centre;
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InternalChild = createMainDrawable();
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}
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public virtual void PlayAnimation()
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{
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var animation = InternalChild as IFramedAnimation;
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animation?.GotoFrame(0);
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const double fade_in_length = 120;
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const double fade_out_delay = 500;
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const double fade_out_length = 600;
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this.FadeInFromZero(fade_in_length);
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this.Delay(fade_out_delay).FadeOut(fade_out_length);
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// legacy judgements don't play any transforms if they are an animation.
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if (animation?.FrameCount > 1)
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return;
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switch (result)
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{
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case HitResult.Miss:
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this.ScaleTo(1.6f);
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this.ScaleTo(1, 100, Easing.In);
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float rotation = RNG.NextSingle(-8.6f, 8.6f);
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this.RotateTo(0);
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this.RotateTo(rotation, fade_in_length)
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.Then().RotateTo(rotation * 2, fade_out_delay + fade_out_length - fade_in_length, Easing.In);
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break;
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default:
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this.ScaleTo(0.6f).Then()
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.ScaleTo(1.1f, fade_in_length * 0.8f).Then()
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// this is actually correct to match stable; there were overlapping transforms.
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.ScaleTo(0.9f).Delay(fade_in_length * 0.2f)
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.ScaleTo(1.1f).ScaleTo(0.9f, fade_in_length * 0.2f).Then()
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.ScaleTo(0.95f).ScaleTo(finalScale, fade_in_length * 0.2f);
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break;
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}
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}
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public Drawable GetAboveHitObjectsProxiedContent() => CreateProxy();
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}
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}
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