mirror of
https://github.com/ppy/osu
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207 lines
6.6 KiB
C#
207 lines
6.6 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 osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Extensions.Color4Extensions;
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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.Effects;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Backgrounds;
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using osu.Game.Graphics.Containers;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Objects;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Taiko.Skinning.Default
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{
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/// <summary>
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/// A circle piece which is used uniformly through osu!taiko to visualise hitobjects.
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/// <para>
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/// Note that this can actually be non-circle if the width is changed. See <see cref="ElongatedCirclePiece"/>
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/// for a usage example.
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/// </para>
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/// </summary>
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public abstract partial class CirclePiece : BeatSyncedContainer, IHasAccentColour
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{
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public const float SYMBOL_SIZE = TaikoHitObject.DEFAULT_SIZE;
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public const float SYMBOL_BORDER = 8;
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private const double pre_beat_transition_time = 80;
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private const float flash_opacity = 0.3f;
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[Resolved]
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private DrawableHitObject drawableHitObject { get; set; } = null!;
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private Color4 accentColour;
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/// <summary>
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/// The colour of the inner circle and outer glows.
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/// </summary>
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public Color4 AccentColour
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{
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get => accentColour;
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set
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{
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accentColour = value;
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background.Colour = AccentColour;
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resetEdgeEffects();
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}
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}
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private bool kiaiMode;
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/// <summary>
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/// Whether Kiai mode effects are enabled for this circle piece.
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/// </summary>
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public bool KiaiMode
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{
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get => kiaiMode;
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set
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{
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kiaiMode = value;
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resetEdgeEffects();
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}
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}
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protected override Container<Drawable> Content => content;
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private readonly Container content;
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private readonly Container background;
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private readonly Box flashBox;
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protected CirclePiece()
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{
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RelativeSizeAxes = Axes.Both;
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EarlyActivationMilliseconds = pre_beat_transition_time;
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AddRangeInternal(new Drawable[]
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{
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background = new CircularContainer
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{
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Name = "Background",
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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Children = new Drawable[]
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{
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new Box
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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},
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new Triangles
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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ColourLight = Color4.White,
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ColourDark = Color4.White.Darken(0.1f)
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}
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}
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},
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new CircularContainer
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{
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Name = "Ring",
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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BorderThickness = 8,
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BorderColour = Color4.White,
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Masking = true,
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Children = new[]
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{
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flashBox = new Box
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.White,
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Blending = BlendingParameters.Additive,
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Alpha = 0,
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AlwaysPresent = true
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}
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}
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},
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content = new Container
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{
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Name = "Content",
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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}
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});
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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drawableHitObject.ApplyCustomUpdateState += updateStateTransforms;
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updateStateTransforms(drawableHitObject, drawableHitObject.State.Value);
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}
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private void updateStateTransforms(DrawableHitObject h, ArmedState state)
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{
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if (h.HitObject is not Hit)
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return;
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switch (state)
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{
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case ArmedState.Hit:
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using (BeginAbsoluteSequence(h.HitStateUpdateTime))
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flashBox.FadeTo(0.9f).FadeOut(300);
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break;
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}
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}
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private const float edge_alpha_kiai = 0.5f;
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private void resetEdgeEffects()
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{
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background.EdgeEffect = new EdgeEffectParameters
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{
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Type = EdgeEffectType.Glow,
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Colour = AccentColour.Opacity(KiaiMode ? edge_alpha_kiai : 1f),
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Radius = KiaiMode ? 32 : 8
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};
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}
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
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{
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if (!effectPoint.KiaiMode)
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return;
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if (drawableHitObject.State.Value == ArmedState.Idle)
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{
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flashBox
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.FadeTo(flash_opacity)
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.Then()
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.FadeOut(timingPoint.BeatLength * 0.75, Easing.OutSine);
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}
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if (beatIndex % timingPoint.TimeSignature.Numerator != 0)
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return;
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double duration = timingPoint.BeatLength * 2;
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background
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.FadeEdgeEffectTo(1, pre_beat_transition_time, Easing.OutQuint)
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.Then()
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.FadeEdgeEffectTo(edge_alpha_kiai, duration, Easing.OutQuint);
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}
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}
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}
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