2018-08-05 14:20:56 +02:00

97 lines
3.3 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using OpenTK.Graphics;
using osu.Framework.Allocation;
namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
/// <summary>
/// Element for the Blinds mod drawing 2 black boxes covering the whole screen which resize inside a restricted area with some leniency.
/// </summary>
public class DrawableOsuBlinds : Container
{
private Box box1, box2;
private float target = 1;
private readonly float easing = 1;
private readonly Container restrictTo;
/// <summary>
/// <para>
/// Percentage of playfield to extend blinds over. Basically moves the origin points where the blinds start.
/// </para>
/// <para>
/// -1 would mean the blinds always cover the whole screen no matter health.
/// 0 would mean the blinds will only ever be on the edge of the playfield on 0% health.
/// 1 would mean the blinds are fully outside the playfield on 50% health.
/// Infinity would mean the blinds are always outside the playfield except on 100% health.
/// </para>
/// </summary>
private const float leniency = 0.2f;
public DrawableOsuBlinds(Container restrictTo)
{
this.restrictTo = restrictTo;
}
[BackgroundDependencyLoader]
private void load()
{
RelativeSizeAxes = Axes.Both;
Width = 1;
Height = 1;
Add(box1 = new Box
{
Anchor = Anchor.TopLeft,
Origin = Anchor.TopLeft,
Colour = Color4.Black,
RelativeSizeAxes = Axes.Y,
Width = 0,
Height = 1
});
Add(box2 = new Box
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
Colour = Color4.Black,
RelativeSizeAxes = Axes.Y,
Width = 0,
Height = 1
});
}
protected override void Update()
{
float start = Parent.ToLocalSpace(restrictTo.ScreenSpaceDrawQuad.TopLeft).X;
float end = Parent.ToLocalSpace(restrictTo.ScreenSpaceDrawQuad.TopRight).X;
float rawWidth = end - start;
start -= rawWidth * leniency * 0.5f;
end += rawWidth * leniency * 0.5f;
float width = (end - start) * 0.5f * easing;
// different values in case the playfield ever moves from center to somewhere else.
box1.Width = start + width;
box2.Width = DrawWidth - end + width;
}
/// <summary>
/// Health between 0 and 1 for the blinds to base the width on. Will get animated for 200ms using out-quintic easing.
/// </summary>
public float Value
{
set
{
target = value;
this.TransformTo(nameof(easing), target, 200, Easing.OutQuint);
}
get
{
return target;
}
}
}
}