osu/osu.Game.Rulesets.Taiko/Skinning/Default/CirclePiece.cs
2022-11-27 00:00:27 +09:00

207 lines
6.6 KiB
C#

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