mirror of https://github.com/ppy/osu
117 lines
3.5 KiB
C#
117 lines
3.5 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.Graphics;
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using osu.Framework.Graphics.Colour;
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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.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.Argon
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{
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public abstract partial class ArgonCirclePiece : BeatSyncedContainer
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{
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public const float ICON_SIZE = 20 / 70f;
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private const double pre_beat_transition_time = 80;
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private const float kiai_flash_opacity = 0.15f;
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private ColourInfo 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 ColourInfo 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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ring.Colour = AccentColour.MultiplyAlpha(0.5f);
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ring2.Colour = AccentColour;
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}
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}
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[Resolved]
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private DrawableHitObject drawableHitObject { get; set; } = null!;
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private readonly Drawable flash;
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private readonly RingPiece ring;
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private readonly RingPiece ring2;
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protected ArgonCirclePiece()
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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[]
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{
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new Circle
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{
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RelativeSizeAxes = Axes.Both,
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Colour = new Color4(0, 0, 0, 190)
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},
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ring = new RingPiece(20 / 70f),
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ring2 = new RingPiece(5 / 70f),
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flash = new Circle
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{
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Name = "Flash layer",
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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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Blending = BlendingParameters.Additive,
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Alpha = 0,
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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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{
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flash.FadeTo(0.9f).FadeOut(500, Easing.OutQuint);
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}
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break;
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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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flash
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.FadeTo(kiai_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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}
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}
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}
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