mirror of https://github.com/ppy/osu
126 lines
4.1 KiB
C#
126 lines
4.1 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.Bindables;
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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.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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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.Drawables;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Skinning.Argon
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{
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public partial class ArgonSliderBall : CircularContainer
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{
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private readonly Box fill;
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private readonly SpriteIcon icon;
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private readonly Vector2 defaultIconScale = new Vector2(0.6f, 0.8f);
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private readonly IBindable<Color4> accentColour = new Bindable<Color4>();
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[Resolved(canBeNull: true)]
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private DrawableHitObject? parentObject { get; set; }
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public ArgonSliderBall()
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{
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Size = new Vector2(ArgonMainCirclePiece.OUTER_GRADIENT_SIZE);
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Masking = true;
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BorderThickness = ArgonMainCirclePiece.GRADIENT_THICKNESS;
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BorderColour = Color4.White;
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InternalChildren = new Drawable[]
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{
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fill = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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icon = new SpriteIcon
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{
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Size = new Vector2(48),
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Scale = defaultIconScale,
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Icon = FontAwesome.Solid.AngleRight,
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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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[BackgroundDependencyLoader]
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private void load()
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{
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if (parentObject != null)
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accentColour.BindTo(parentObject.AccentColour);
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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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accentColour.BindValueChanged(colour =>
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{
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fill.Colour = ColourInfo.GradientVertical(colour.NewValue, colour.NewValue.Darken(0.5f));
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}, true);
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if (parentObject != null)
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{
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parentObject.ApplyCustomUpdateState += updateStateTransforms;
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updateStateTransforms(parentObject, parentObject.State.Value);
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}
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}
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private void updateStateTransforms(DrawableHitObject drawableObject, ArmedState _)
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{
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// Gets called by slider ticks, tails, etc., leading to duplicated
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// animations which in this case have no visual impact (due to
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// instant fade) but may negatively affect performance
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if (drawableObject is not DrawableSlider)
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return;
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const float duration = 200;
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const float icon_scale = 0.9f;
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using (BeginAbsoluteSequence(drawableObject.StateUpdateTime))
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{
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this.FadeInFromZero(duration, Easing.OutQuint);
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icon.ScaleTo(0).Then().ScaleTo(defaultIconScale, duration, Easing.OutElasticHalf);
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}
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using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime))
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{
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// intentionally pile on an extra FadeOut to make it happen much faster
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this.FadeOut(duration / 4, Easing.OutQuint);
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icon.ScaleTo(defaultIconScale * icon_scale, duration, Easing.OutQuint);
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}
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}
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protected override void Update()
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{
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base.Update();
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//undo rotation on layers which should not be rotated.
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float appliedRotation = Parent!.Rotation;
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fill.Rotation = -appliedRotation;
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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 (parentObject != null)
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parentObject.ApplyCustomUpdateState -= updateStateTransforms;
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}
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}
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}
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