mirror of
https://github.com/ppy/osu
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94 lines
3.4 KiB
C#
94 lines
3.4 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.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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using osuTK;
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namespace osu.Game.Skinning
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{
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public partial 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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private readonly bool forceTransforms;
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[Resolved]
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private ISkinSource skin { get; set; } = null!;
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public LegacyJudgementPieceOld(HitResult result, Func<Drawable> createMainDrawable, float finalScale = 1f, bool forceTransforms = false)
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{
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this.result = result;
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this.finalScale = finalScale;
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this.forceTransforms = forceTransforms;
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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.... UNLESS they are the temporary displayed judgement from new piece.
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if (animation?.FrameCount > 1 && !forceTransforms)
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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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decimal? legacyVersion = skin.GetConfig<SkinConfiguration.LegacySetting, decimal>(SkinConfiguration.LegacySetting.Version)?.Value;
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if (legacyVersion >= 2.0m)
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{
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this.MoveTo(new Vector2(0, -5));
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this.MoveToOffset(new Vector2(0, 80), fade_out_delay + fade_out_length, Easing.In);
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}
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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() // t = 0.8
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.Delay(fade_in_length * 0.2f) // t = 1.0
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.ScaleTo(0.9f, fade_in_length * 0.2f).Then() // t = 1.2
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// stable dictates scale of 0.9->1 over time 1.0 to 1.4, but we are already at 1.2.
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// so we need to force the current value to be correct at 1.2 (0.95) then complete the
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// second half of the transform.
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.ScaleTo(0.95f).ScaleTo(finalScale, fade_in_length * 0.2f); // t = 1.4
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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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