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135 lines
4.2 KiB
C#
135 lines
4.2 KiB
C#
//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
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//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Transformations;
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using osu.Framework.IO.Stores;
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using osu.Game.Modes.Objects.Drawables;
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using osu.Game.Modes.Osu.Objects.Drawables.Pieces;
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using OpenTK;
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namespace osu.Game.Modes.Osu.Objects.Drawables
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{
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public class DrawableHitCircle : DrawableHitObject
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{
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private OsuBaseHit osuObject;
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private ApproachCircle approachCircle;
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private CirclePiece circle;
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private RingPiece ring;
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private FlashPiece flash;
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private ExplodePiece explode;
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private NumberPiece number;
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private GlowPiece glow;
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private HitExplosion explosion;
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public DrawableHitCircle(HitCircle h) : base(h)
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{
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osuObject = h;
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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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Origin = Anchor.Centre;
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Position = osuObject.Position;
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Children = new Drawable[]
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{
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glow = new GlowPiece
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{
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Colour = osuObject.Colour
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},
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circle = new CirclePiece
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{
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Colour = osuObject.Colour,
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Hit = Hit,
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},
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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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Colour = osuObject.Colour,
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},
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approachCircle = new ApproachCircle()
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{
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Colour = osuObject.Colour,
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}
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};
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//may not be so correct
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Size = circle.DrawSize;
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//force application of the state that was set before we loaded.
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UpdateState(State);
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}
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protected override void UpdateState(ArmedState state)
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{
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if (!IsLoaded) return;
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Flush(true); //move to DrawableHitObject
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approachCircle.Flush(true);
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double t = HitTime ?? osuObject.StartTime;
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Alpha = 0;
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//sane defaults
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ring.Alpha = circle.Alpha = number.Alpha = approachCircle.Alpha = glow.Alpha = 1;
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explode.Alpha = 0;
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Scale = Vector2.One;
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//always-present transforms
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Transforms.Add(new TransformAlpha { StartTime = t - 1000, EndTime = t - 800, StartValue = 0, EndValue = 1 });
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approachCircle.Transforms.Add(new TransformScale { StartTime = t - 1000, EndTime = t, StartValue = new Vector2(2f), EndValue = new Vector2(0.6f) });
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//set transform delay to t==hitTime
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Delay(t - Time.Current, true);
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approachCircle.FadeOut();
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glow.FadeOut(400);
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switch (state)
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{
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case ArmedState.Disarmed:
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Delay(osuObject.Duration + 200);
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FadeOut(200);
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explosion?.Expire();
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explosion = null;
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break;
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case ArmedState.Armed:
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const double flash_in = 30;
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flash.FadeTo(0.8f, flash_in);
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flash.Delay(flash_in);
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flash.FadeOut(100);
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explode.FadeIn(flash_in);
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Delay(flash_in, true);
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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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FadeOut(800);
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ScaleTo(Scale * 1.5f, 400, EasingTypes.OutQuad);
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Schedule(() => Add(explosion = new HitExplosion(Judgement.Hit300)));
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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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