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Implement mania hold note skinning
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@ -2,6 +2,9 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osuTK.Graphics;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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@ -9,26 +12,38 @@ using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Effects;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Layout;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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namespace osu.Game.Rulesets.Mania.Objects.Drawables.Pieces
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{
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/// <summary>
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/// Represents length-wise portion of a hold note.
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/// </summary>
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public class BodyPiece : Container, IHasAccentColour
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public class DefaultBodyPiece : CompositeDrawable
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{
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private readonly Container subtractionLayer;
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protected readonly Bindable<Color4> AccentColour = new Bindable<Color4>();
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protected readonly Drawable Background;
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protected readonly BufferedContainer Foreground;
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private readonly BufferedContainer subtractionContainer;
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private readonly LayoutValue subtractionCache = new LayoutValue(Invalidation.DrawSize);
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private readonly IBindable<bool> isHitting = new Bindable<bool>();
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public BodyPiece()
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protected Drawable Background { get; private set; }
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protected BufferedContainer Foreground { get; private set; }
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private BufferedContainer subtractionContainer;
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private Container subtractionLayer;
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public DefaultBodyPiece()
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{
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RelativeSizeAxes = Axes.Both;
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Blending = BlendingParameters.Additive;
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Children = new[]
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AddLayout(subtractionCache);
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}
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[BackgroundDependencyLoader(true)]
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private void load([CanBeNull] DrawableHitObject drawableObject)
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{
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InternalChildren = new[]
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{
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Background = new Box { RelativeSizeAxes = Axes.Both },
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Foreground = new BufferedContainer
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@ -66,43 +81,37 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables.Pieces
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}
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};
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AddLayout(subtractionCache);
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}
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var holdNote = (DrawableHoldNote)drawableObject;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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updateAccentColour();
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}
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private Color4 accentColour;
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public Color4 AccentColour
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{
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get => accentColour;
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set
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if (drawableObject != null)
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{
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if (accentColour == value)
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return;
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accentColour = value;
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updateAccentColour();
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AccentColour.BindTo(drawableObject.AccentColour);
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AccentColour.BindValueChanged(onAccentChanged, true);
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}
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isHitting.BindTo(holdNote.IsHitting);
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isHitting.BindValueChanged(_ => onAccentChanged(new ValueChangedEvent<Color4>(AccentColour.Value, AccentColour.Value)), true);
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}
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public bool Hitting
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private void onAccentChanged(ValueChangedEvent<Color4> accent)
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{
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get => hitting;
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set
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{
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hitting = value;
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updateAccentColour();
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}
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}
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Foreground.Colour = accent.NewValue.Opacity(0.5f);
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Background.Colour = accent.NewValue.Opacity(0.7f);
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private readonly LayoutValue subtractionCache = new LayoutValue(Invalidation.DrawSize);
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const float animation_length = 50;
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Foreground.ClearTransforms(false, nameof(Foreground.Colour));
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if (isHitting.Value)
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{
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// wait for the next sync point
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double synchronisedOffset = animation_length * 2 - Time.Current % (animation_length * 2);
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using (Foreground.BeginDelayedSequence(synchronisedOffset))
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Foreground.FadeColour(accent.NewValue.Lighten(0.2f), animation_length).Then().FadeColour(Foreground.Colour, animation_length).Loop();
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}
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subtractionCache.Invalidate();
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}
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protected override void Update()
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{
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@ -125,30 +134,5 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables.Pieces
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subtractionCache.Validate();
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}
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}
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private bool hitting;
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private void updateAccentColour()
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{
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if (!IsLoaded)
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return;
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Foreground.Colour = AccentColour.Opacity(0.5f);
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Background.Colour = AccentColour.Opacity(0.7f);
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const float animation_length = 50;
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Foreground.ClearTransforms(false, nameof(Foreground.Colour));
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if (hitting)
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{
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// wait for the next sync point
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double synchronisedOffset = animation_length * 2 - Time.Current % (animation_length * 2);
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using (Foreground.BeginDelayedSequence(synchronisedOffset))
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Foreground.FadeColour(AccentColour.Lighten(0.2f), animation_length).Then().FadeColour(Foreground.Colour, animation_length).Loop();
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}
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subtractionCache.Invalidate();
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}
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}
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}
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