2020-04-24 12:59:05 +08:00
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Animations;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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public sealed class TaikoMascotTextureAnimation : TextureAnimation
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{
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private const float clear_animation_speed = 1000 / 10F;
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2020-04-24 13:09:20 +08:00
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private static readonly int[] clear_animation_sequence = { 0, 1, 2, 3, 4, 5, 6, 5, 6, 5, 4, 3, 2, 1, 0 };
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2020-04-24 12:59:05 +08:00
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private int currentFrame;
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public TaikoMascotAnimationState State { get; }
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public TaikoMascotTextureAnimation(TaikoMascotAnimationState state)
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: base(true)
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{
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State = state;
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// We're animating on beat if it's not the clear animation
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if (state == TaikoMascotAnimationState.Clear)
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DefaultFrameLength = clear_animation_speed;
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else
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this.Stop();
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Origin = Anchor.BottomLeft;
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Anchor = Anchor.BottomLeft;
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}
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[BackgroundDependencyLoader]
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private void load(ISkinSource skin)
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{
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if (State == TaikoMascotAnimationState.Clear)
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{
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foreach (var textureIndex in clear_animation_sequence)
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{
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var textureName = _getStateTextureName(textureIndex);
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Texture texture = skin.GetTexture(textureName);
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if (texture == null)
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break;
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AddFrame(texture);
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}
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}
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else
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{
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for (int i = 0;; i++)
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{
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var textureName = _getStateTextureName(i);
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Texture texture = skin.GetTexture(textureName);
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if (texture == null)
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break;
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AddFrame(texture);
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}
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}
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}
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/// <summary>Advances the current frame by one.</summary>
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public void Move()
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{
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if (FrameCount == 0) // Frames are apparently broken
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return;
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if (FrameCount <= currentFrame)
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currentFrame = 0;
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GotoFrame(currentFrame);
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currentFrame += 1;
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}
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private string _getStateTextureName(int i) => $"pippidon{_getStateString(State)}{i}";
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2020-04-24 13:09:20 +08:00
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private string _getStateString(TaikoMascotAnimationState state)
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2020-04-24 12:59:05 +08:00
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{
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2020-04-24 13:09:20 +08:00
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return state switch
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{
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TaikoMascotAnimationState.Clear => "clear",
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TaikoMascotAnimationState.Fail => "fail",
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TaikoMascotAnimationState.Idle => "idle",
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TaikoMascotAnimationState.Kiai => "kiai",
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_ => null
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};
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}
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2020-04-24 12:59:05 +08:00
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}
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}
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