Standardise some naming and make hitcircles feel better.

This commit is contained in:
Dean Herbert
2016-11-19 19:07:57 +09:00
parent d359057db6
commit 3ac89216bd
18 changed files with 112 additions and 62 deletions

View File

@ -1,6 +1,7 @@
//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Transformations;
using osu.Game.Modes.Objects.Drawables;
@ -11,9 +12,9 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
{
public class DrawableHitCircle : DrawableHitObject
{
private OsuBaseHit osuObject;
private OsuHitObject osuObject;
private ApproachCircle approachCircle;
public ApproachCircle ApproachCircle;
private CirclePiece circle;
private RingPiece ring;
private FlashPiece flash;
@ -25,11 +26,6 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
public DrawableHitCircle(HitCircle h) : base(h)
{
osuObject = h;
}
protected override void LoadComplete()
{
base.LoadComplete();
Origin = Anchor.Centre;
Position = osuObject.Position;
@ -52,11 +48,16 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
{
Colour = osuObject.Colour,
},
approachCircle = new ApproachCircle()
ApproachCircle = new ApproachCircle()
{
Colour = osuObject.Colour,
}
};
}
protected override void LoadComplete()
{
base.LoadComplete();
//may not be so correct
Size = circle.DrawSize;
@ -70,26 +71,33 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
if (!IsLoaded) return;
Flush(true); //move to DrawableHitObject
approachCircle.Flush(true);
ApproachCircle.Flush(true);
double t = HitTime ?? osuObject.StartTime;
Alpha = 0;
//sane defaults
ring.Alpha = circle.Alpha = number.Alpha = approachCircle.Alpha = glow.Alpha = 1;
ring.Alpha = circle.Alpha = number.Alpha = glow.Alpha = 1;
ApproachCircle.Alpha = 0;
ApproachCircle.Scale = new Vector2(2);
explode.Alpha = 0;
Scale = new Vector2(0.5f); //this will probably need to be moved to DrawableHitObject at some point.
//always-present transforms
Transforms.Add(new TransformAlpha { StartTime = t - 1000, EndTime = t - 800, StartValue = 0, EndValue = 1 });
const float preempt = 600;
approachCircle.Transforms.Add(new TransformScale { StartTime = t - 1000, EndTime = t, StartValue = new Vector2(2f), EndValue = new Vector2(0.6f) });
const float fadein = 400;
//set transform delay to t==hitTime
Delay(t - Time.Current, true);
Delay(t - Time.Current - preempt, true);
approachCircle.FadeOut();
FadeIn(fadein);
ApproachCircle.FadeIn(Math.Min(fadein * 2, preempt));
ApproachCircle.ScaleTo(0.6f, preempt);
Delay(preempt, true);
ApproachCircle.FadeOut();
glow.FadeOut(400);