mirror of https://github.com/ppy/osu
101 lines
3.3 KiB
C#
101 lines
3.3 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.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Catch.Skinning.Legacy
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{
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/// <summary>
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/// A combo counter implementation that visually behaves almost similar to stable's osu!catch combo counter.
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/// </summary>
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public partial class LegacyCatchComboCounter : UprightAspectMaintainingContainer, ICatchComboCounter
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{
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private readonly LegacyRollingCounter counter;
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private readonly LegacyRollingCounter explosion;
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public LegacyCatchComboCounter()
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{
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AutoSizeAxes = Axes.Both;
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Alpha = 0f;
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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Scale = new Vector2(0.8f);
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InternalChildren = new Drawable[]
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{
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explosion = new LegacyRollingCounter(LegacyFont.Combo)
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{
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Alpha = 0.65f,
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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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Scale = new Vector2(1.5f),
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},
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counter = new LegacyRollingCounter(LegacyFont.Combo)
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{
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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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private int lastDisplayedCombo;
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public void UpdateCombo(int combo, Color4? hitObjectColour = null)
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{
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if (combo == lastDisplayedCombo)
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return;
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// There may still be existing transforms to the counter (including value change after 250ms),
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// finish them immediately before new transforms.
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counter.SetCountWithoutRolling(lastDisplayedCombo);
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lastDisplayedCombo = combo;
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if ((Clock as IGameplayClock)?.IsRewinding == true)
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{
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// needs more work to make rewind somehow look good.
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// basically we want the previous increment to play... or turning off RemoveCompletedTransforms (not feasible from a performance angle).
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Hide();
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return;
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}
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// Combo fell to zero, roll down and fade out the counter.
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if (combo == 0)
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{
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counter.Current.Value = 0;
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explosion.Current.Value = 0;
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this.FadeOut(400, Easing.Out);
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}
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else
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{
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this.FadeInFromZero().Then().Delay(1000).FadeOut(300);
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counter.ScaleTo(1.5f)
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.ScaleTo(0.8f, 250, Easing.Out)
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.OnComplete(c => c.SetCountWithoutRolling(combo));
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counter.Delay(250)
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.ScaleTo(1f)
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.ScaleTo(1.1f, 60).Then().ScaleTo(1f, 30);
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explosion.Colour = hitObjectColour ?? Color4.White;
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explosion.SetCountWithoutRolling(combo);
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explosion.ScaleTo(1.5f)
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.ScaleTo(1.9f, 400, Easing.Out)
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.FadeOutFromOne(400);
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}
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}
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}
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}
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