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Split out animation triggering of MainCirclePiece
to be interface driven
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parent
9d8f0c854d
commit
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@ -182,6 +182,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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// todo: temporary / arbitrary, used for lifetime optimisation.
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// todo: temporary / arbitrary, used for lifetime optimisation.
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this.Delay(800).FadeOut();
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this.Delay(800).FadeOut();
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(CirclePiece.Drawable as IMainCirclePiece)?.Animate(state);
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switch (state)
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switch (state)
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{
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{
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case ArmedState.Idle:
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case ArmedState.Idle:
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17
osu.Game.Rulesets.Osu/Skinning/Default/IMainCirclePiece.cs
Normal file
17
osu.Game.Rulesets.Osu/Skinning/Default/IMainCirclePiece.cs
Normal file
@ -0,0 +1,17 @@
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// 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.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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namespace osu.Game.Rulesets.Osu.Skinning.Default
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{
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public interface IMainCirclePiece
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{
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/// <summary>
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/// Begins animating this <see cref="IMainCirclePiece"/>.
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/// </summary>
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/// <param name="state">The <see cref="ArmedState"/> of the related <see cref="DrawableHitCircle"/>.</param>
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void Animate(ArmedState state);
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}
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}
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@ -13,7 +13,7 @@ using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Skinning.Default
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namespace osu.Game.Rulesets.Osu.Skinning.Default
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{
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{
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public class MainCirclePiece : CompositeDrawable
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public class MainCirclePiece : CompositeDrawable, IMainCirclePiece
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{
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{
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private readonly CirclePiece circle;
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private readonly CirclePiece circle;
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private readonly RingPiece ring;
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private readonly RingPiece ring;
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@ -67,12 +67,9 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
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}, true);
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}, true);
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indexInCurrentCombo.BindValueChanged(index => number.Text = (index.NewValue + 1).ToString(), true);
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indexInCurrentCombo.BindValueChanged(index => number.Text = (index.NewValue + 1).ToString(), true);
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drawableObject.ApplyCustomUpdateState += updateState;
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updateState(drawableObject, drawableObject.State.Value);
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}
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}
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private void updateState(DrawableHitObject drawableObject, ArmedState state)
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public void Animate(ArmedState state)
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{
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{
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using (BeginAbsoluteSequence(drawableObject.StateUpdateTime))
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using (BeginAbsoluteSequence(drawableObject.StateUpdateTime))
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glow.FadeOut(400);
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glow.FadeOut(400);
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@ -12,6 +12,7 @@ using osu.Game.Graphics.Sprites;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Skinning.Default;
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using osu.Game.Skinning;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK;
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using osuTK.Graphics;
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using osuTK.Graphics;
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@ -19,7 +20,7 @@ using static osu.Game.Skinning.LegacySkinConfiguration;
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namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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{
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{
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public class LegacyMainCirclePiece : CompositeDrawable
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public class LegacyMainCirclePiece : CompositeDrawable, IMainCirclePiece
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{
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{
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private readonly string priorityLookup;
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private readonly string priorityLookup;
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private readonly bool hasNumber;
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private readonly bool hasNumber;
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@ -138,12 +139,9 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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accentColour.BindValueChanged(colour => hitCircleSprite.Colour = LegacyColourCompatibility.DisallowZeroAlpha(colour.NewValue), true);
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accentColour.BindValueChanged(colour => hitCircleSprite.Colour = LegacyColourCompatibility.DisallowZeroAlpha(colour.NewValue), true);
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if (hasNumber)
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if (hasNumber)
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indexInCurrentCombo.BindValueChanged(index => hitCircleText.Text = (index.NewValue + 1).ToString(), true);
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indexInCurrentCombo.BindValueChanged(index => hitCircleText.Text = (index.NewValue + 1).ToString(), true);
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drawableObject.ApplyCustomUpdateState += updateState;
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updateState(drawableObject, drawableObject.State.Value);
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}
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}
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private void updateState(DrawableHitObject drawableObject, ArmedState state)
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public void Animate(ArmedState state)
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{
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{
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const double legacy_fade_duration = 240;
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const double legacy_fade_duration = 240;
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