mirror of https://github.com/ppy/osu
128 lines
4.4 KiB
C#
128 lines
4.4 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.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.Graphics.Textures;
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using osu.Framework.Utils;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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using osuTK;
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namespace osu.Game.Skinning
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{
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public class LegacyJudgementPieceNew : CompositeDrawable, IAnimatableJudgement
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{
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private readonly HitResult result;
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private readonly LegacyJudgementPieceOld temporaryOldStyle;
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private readonly Drawable mainPiece;
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private readonly ParticleExplosion particles;
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public LegacyJudgementPieceNew(HitResult result, Func<Drawable> createMainDrawable, Texture particleTexture)
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{
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this.result = result;
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AutoSizeAxes = Axes.Both;
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Origin = Anchor.Centre;
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InternalChildren = new[]
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{
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mainPiece = createMainDrawable().With(d =>
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{
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d.Anchor = Anchor.Centre;
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d.Origin = Anchor.Centre;
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})
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};
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if (particleTexture != null)
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{
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AddInternal(particles = new ParticleExplosion(particleTexture, 150, 1600)
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{
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Size = new Vector2(140),
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Depth = float.MaxValue,
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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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if (result != HitResult.Miss)
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{
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//new judgement shows old as a temporary effect
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AddInternal(temporaryOldStyle = new LegacyJudgementPieceOld(result, createMainDrawable, 1.05f)
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{
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Blending = BlendingParameters.Additive,
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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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}
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public void PlayAnimation()
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{
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var animation = mainPiece as IFramedAnimation;
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animation?.GotoFrame(0);
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if (particles != null)
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{
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// start the particles already some way into their animation to break cluster away from centre.
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using (particles.BeginDelayedSequence(-100))
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particles.Restart();
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}
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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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// new style non-miss judgements show the original style temporarily, with additive colour.
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if (temporaryOldStyle != null)
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{
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temporaryOldStyle.PlayAnimation();
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temporaryOldStyle.Hide();
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temporaryOldStyle.Delay(-16)
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.FadeTo(0.5f, 56, Easing.Out).Then()
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.FadeOut(300);
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}
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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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//todo: this only applies to osu! ruleset apparently.
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this.MoveTo(new Vector2(0, -2));
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this.MoveToOffset(new Vector2(0, 20), fade_out_delay + fade_out_length, 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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mainPiece.ScaleTo(0.9f);
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mainPiece.ScaleTo(1.05f, fade_out_delay + fade_out_length);
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break;
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}
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}
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public Drawable GetAboveHitObjectsProxiedContent() => temporaryOldStyle?.CreateProxy(); // for new style judgements, only the old style temporary display is in front of objects.
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}
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}
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