osu/osu.Game.Rulesets.Taiko/Skinning/Argon/ArgonCirclePiece.cs

117 lines
3.5 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.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Shapes;
using osu.Game.Beatmaps.ControlPoints;
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.Argon
{
public abstract partial class ArgonCirclePiece : BeatSyncedContainer
{
public const float ICON_SIZE = 20 / 70f;
private const double pre_beat_transition_time = 80;
private const float kiai_flash_opacity = 0.15f;
private ColourInfo accentColour;
/// <summary>
/// The colour of the inner circle and outer glows.
/// </summary>
public ColourInfo AccentColour
{
get => accentColour;
set
{
accentColour = value;
ring.Colour = AccentColour.MultiplyAlpha(0.5f);
ring2.Colour = AccentColour;
}
}
[Resolved]
private DrawableHitObject drawableHitObject { get; set; } = null!;
private readonly Drawable flash;
private readonly RingPiece ring;
private readonly RingPiece ring2;
protected ArgonCirclePiece()
{
RelativeSizeAxes = Axes.Both;
EarlyActivationMilliseconds = pre_beat_transition_time;
AddRangeInternal(new[]
{
new Circle
{
RelativeSizeAxes = Axes.Both,
Colour = new Color4(0, 0, 0, 190)
},
ring = new RingPiece(20 / 70f),
ring2 = new RingPiece(5 / 70f),
flash = new Circle
{
Name = "Flash layer",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Blending = BlendingParameters.Additive,
Alpha = 0,
},
});
}
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))
{
flash.FadeTo(0.9f).FadeOut(500, Easing.OutQuint);
}
break;
}
}
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
{
if (!effectPoint.KiaiMode)
return;
if (drawableHitObject.State.Value == ArmedState.Idle)
{
flash
.FadeTo(kiai_flash_opacity)
.Then()
.FadeOut(timingPoint.BeatLength * 0.75, Easing.OutSine);
}
}
}
}