mirror of
https://github.com/ppy/osu
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f3cda58474
They had scale transforms applied to them in two places: the actual legacy pieces themselves (esp. `LegacyHitCirclePiece`), and on the `DrawableSliderRepeat` level. This change moves all of the scale transforms to the skinnable pieces. Argon and triangles have received a copy of the previous logic each, so behaviour on those skins should not change.
77 lines
2.6 KiB
C#
77 lines
2.6 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.Extensions.ObjectExtensions;
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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.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Skinning.Default
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{
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public partial class DefaultReverseArrow : CompositeDrawable
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{
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private DrawableSliderRepeat drawableRepeat { get; set; } = null!;
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public DefaultReverseArrow()
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{
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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Size = OsuHitObject.OBJECT_DIMENSIONS;
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InternalChild = new SpriteIcon
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{
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RelativeSizeAxes = Axes.Both,
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Blending = BlendingParameters.Additive,
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Icon = FontAwesome.Solid.ChevronRight,
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Size = new Vector2(0.35f),
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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};
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}
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[BackgroundDependencyLoader]
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private void load(DrawableHitObject drawableObject)
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{
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drawableRepeat = (DrawableSliderRepeat)drawableObject;
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drawableRepeat.ApplyCustomUpdateState += updateStateTransforms;
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}
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private void updateStateTransforms(DrawableHitObject hitObject, ArmedState state)
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{
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const double move_out_duration = 35;
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const double move_in_duration = 250;
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const double total = 300;
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switch (state)
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{
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case ArmedState.Idle:
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InternalChild.ScaleTo(1.3f, move_out_duration, Easing.Out)
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.Then()
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.ScaleTo(1f, move_in_duration, Easing.Out)
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.Loop(total - (move_in_duration + move_out_duration));
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break;
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case ArmedState.Hit:
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double animDuration = Math.Min(300, drawableRepeat.HitObject.SpanDuration);
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InternalChild.ScaleTo(1.5f, animDuration, Easing.Out);
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break;
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}
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (drawableRepeat.IsNotNull())
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drawableRepeat.ApplyCustomUpdateState -= updateStateTransforms;
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}
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}
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}
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