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Move piece files in Osu ruleset
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107
osu.Game.Rulesets.Osu/Skinning/Default/MainCirclePiece.cs
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107
osu.Game.Rulesets.Osu/Skinning/Default/MainCirclePiece.cs
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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.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Objects.Drawables;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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{
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public class MainCirclePiece : CompositeDrawable
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{
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private readonly CirclePiece circle;
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private readonly RingPiece ring;
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private readonly FlashPiece flash;
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private readonly ExplodePiece explode;
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private readonly NumberPiece number;
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private readonly GlowPiece glow;
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public MainCirclePiece()
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{
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Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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InternalChildren = new Drawable[]
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{
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glow = new GlowPiece(),
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circle = new CirclePiece(),
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number = new NumberPiece(),
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ring = new RingPiece(),
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flash = new FlashPiece(),
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explode = new ExplodePiece(),
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};
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}
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private readonly IBindable<Color4> accentColour = new Bindable<Color4>();
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private readonly IBindable<int> indexInCurrentCombo = new Bindable<int>();
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[Resolved]
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private DrawableHitObject drawableObject { get; set; }
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[BackgroundDependencyLoader]
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private void load()
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{
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var drawableOsuObject = (DrawableOsuHitObject)drawableObject;
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accentColour.BindTo(drawableObject.AccentColour);
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indexInCurrentCombo.BindTo(drawableOsuObject.IndexInCurrentComboBindable);
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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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accentColour.BindValueChanged(colour =>
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{
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explode.Colour = colour.NewValue;
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glow.Colour = colour.NewValue;
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circle.Colour = colour.NewValue;
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}, 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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private void updateState(DrawableHitObject drawableObject, ArmedState state)
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{
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using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime, true))
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{
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glow.FadeOut(400);
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switch (state)
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{
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case ArmedState.Hit:
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const double flash_in = 40;
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const double flash_out = 100;
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flash.FadeTo(0.8f, flash_in)
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.Then()
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.FadeOut(flash_out);
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explode.FadeIn(flash_in);
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this.ScaleTo(1.5f, 400, Easing.OutQuad);
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using (BeginDelayedSequence(flash_in, true))
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{
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// after the flash, we can hide some elements that were behind it
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ring.FadeOut();
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circle.FadeOut();
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number.FadeOut();
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this.FadeOut(800);
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}
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break;
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}
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}
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}
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}
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}
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