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Implement beat-synchronized animation in skip overlay #29866
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630b8a6
Implement beat-synchronized animation in break overlay
nekupaw 04eb212
Merge branch 'master' of https://github.com/ppy/osu
nekupaw 8d920ef
Revert "Implement beat-synchronized animation in break overlay"
nekupaw 11a8fff
Implement beat-synchronized animation in skip overlay
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Original file line number | Diff line number | Diff line change |
---|---|---|
|
@@ -9,13 +9,15 @@ | |
using osu.Framework.Allocation; | ||
using osu.Framework.Audio; | ||
using osu.Framework.Audio.Sample; | ||
using osu.Framework.Audio.Track; | ||
using osu.Framework.Graphics; | ||
using osu.Framework.Graphics.Containers; | ||
using osu.Framework.Graphics.Shapes; | ||
using osu.Framework.Graphics.Sprites; | ||
using osu.Framework.Input.Bindings; | ||
using osu.Framework.Input.Events; | ||
using osu.Framework.Utils; | ||
using osu.Game.Beatmaps.ControlPoints; | ||
using osu.Game.Graphics; | ||
using osu.Game.Graphics.Containers; | ||
using osu.Game.Graphics.Sprites; | ||
|
@@ -26,7 +28,7 @@ | |
|
||
namespace osu.Game.Screens.Play | ||
{ | ||
public partial class SkipOverlay : CompositeDrawable, IKeyBindingHandler<GlobalAction> | ||
public partial class SkipOverlay : BeatSyncedContainer, IKeyBindingHandler<GlobalAction> | ||
{ | ||
/// <summary> | ||
/// The total number of successful skips performed by this overlay. | ||
|
@@ -36,10 +38,9 @@ public partial class SkipOverlay : CompositeDrawable, IKeyBindingHandler<GlobalA | |
private readonly double startTime; | ||
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public Action RequestSkip; | ||
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private Button button; | ||
private ButtonContainer buttonContainer; | ||
private Box remainingTimeBox; | ||
private Circle remainingTimeBox; | ||
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private FadeContainer fadeContainer; | ||
private double displayTime; | ||
|
@@ -87,13 +88,14 @@ private void load(OsuColour colours) | |
Anchor = Anchor.Centre, | ||
Origin = Anchor.Centre, | ||
}, | ||
remainingTimeBox = new Box | ||
remainingTimeBox = new Circle | ||
{ | ||
Height = 5, | ||
RelativeSizeAxes = Axes.X, | ||
Colour = colours.Yellow, | ||
Anchor = Anchor.BottomCentre, | ||
Origin = Anchor.BottomCentre, | ||
Colour = colours.Yellow, | ||
RelativeSizeAxes = Axes.X, | ||
Masking = true, | ||
} | ||
} | ||
} | ||
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@@ -210,6 +212,17 @@ public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e) | |
{ | ||
} | ||
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes) | ||
{ | ||
base.OnNewBeat(beatIndex, timingPoint, effectPoint, amplitudes); | ||
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if (fadeOutBeginTime <= gameplayClock.CurrentTime) | ||
return; | ||
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float progress = (float)(gameplayClock.CurrentTime - displayTime) / (float)(fadeOutBeginTime - displayTime); | ||
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remainingTimeBox.ResizeWidthTo(Math.Max(0, (float)(1 - progress)), timingPoint.BeatLength * 2, Easing.OutQuint); | ||
} | ||
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public partial class FadeContainer : Container, IStateful<Visibility> | ||
{ | ||
[CanBeNull] | ||
|
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Redundant,
Circle
already enables masking by default (it wouldn't be a circle otherwise)