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Merge pull request #8766 from peppy/taiko-drumroll-skinning
Add taiko drumroll skinning support
This commit is contained in:
commit
0aed24b5d9
@ -6,7 +6,7 @@ using System.Collections.Generic;
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using osu.Game.Rulesets.Taiko.Skinning;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Taiko.Tests
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namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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{
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public abstract class TaikoSkinnableTestScene : SkinnableTestScene
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{
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@ -0,0 +1,86 @@
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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 System;
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Skinning;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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{
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[TestFixture]
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public class TestSceneDrawableDrumRoll : TaikoSkinnableTestScene
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{
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public override IReadOnlyList<Type> RequiredTypes => base.RequiredTypes.Concat(new[]
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{
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typeof(DrawableDrumRoll),
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typeof(DrawableDrumRollTick),
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typeof(LegacyDrumRoll),
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}).ToList();
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[Cached(typeof(IScrollingInfo))]
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private ScrollingTestContainer.TestScrollingInfo info = new ScrollingTestContainer.TestScrollingInfo
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{
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Direction = { Value = ScrollingDirection.Left },
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TimeRange = { Value = 5000 },
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};
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[BackgroundDependencyLoader]
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private void load()
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{
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AddStep("Drum roll", () => SetContents(() =>
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{
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var hoc = new ScrollingHitObjectContainer();
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hoc.Add(new DrawableDrumRoll(createDrumRollAtCurrentTime())
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Width = 500,
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});
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return hoc;
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}));
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AddStep("Drum roll (strong)", () => SetContents(() =>
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{
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var hoc = new ScrollingHitObjectContainer();
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hoc.Add(new DrawableDrumRoll(createDrumRollAtCurrentTime(true))
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Width = 500,
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});
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return hoc;
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}));
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}
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private DrumRoll createDrumRollAtCurrentTime(bool strong = false)
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{
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var drumroll = new DrumRoll
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{
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IsStrong = strong,
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StartTime = Time.Current + 1000,
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Duration = 4000,
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};
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var cpi = new ControlPointInfo();
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cpi.Add(0, new TimingControlPoint { BeatLength = 500 });
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drumroll.ApplyDefaults(cpi, new BeatmapDifficulty());
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return drumroll;
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}
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}
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}
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@ -13,7 +13,7 @@ using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Skinning;
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namespace osu.Game.Rulesets.Taiko.Tests
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namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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{
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[TestFixture]
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public class TestSceneDrawableHit : TaikoSkinnableTestScene
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@ -24,6 +24,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
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typeof(DrawableCentreHit),
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typeof(DrawableRimHit),
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typeof(LegacyHit),
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typeof(LegacyCirclePiece),
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}).ToList();
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[BackgroundDependencyLoader]
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@ -6,14 +6,14 @@ using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osuTK;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Taiko.Skinning;
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using osu.Game.Rulesets.Taiko.UI;
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using osuTK;
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namespace osu.Game.Rulesets.Taiko.Tests
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namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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{
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[TestFixture]
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public class TestSceneInputDrum : TaikoSkinnableTestScene
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@ -1,7 +1,6 @@
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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.Graphics.Containers;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using osu.Game.Skinning;
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@ -16,7 +15,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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}
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protected override CompositeDrawable CreateMainPiece() => new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.CentreHit),
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protected override SkinnableDrawable CreateMainPiece() => new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.CentreHit),
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_ => new CentreHitCirclePiece(), confineMode: ConfineMode.ScaleToFit);
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}
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}
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@ -14,6 +14,8 @@ using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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@ -29,25 +31,29 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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/// </summary>
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private int rollingHits;
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private readonly Container<DrawableDrumRollTick> tickContainer;
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private Container tickContainer;
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private Color4 colourIdle;
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private Color4 colourEngaged;
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private ElongatedCirclePiece elongatedPiece;
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public DrawableDrumRoll(DrumRoll drumRoll)
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: base(drumRoll)
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{
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RelativeSizeAxes = Axes.Y;
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elongatedPiece.Add(tickContainer = new Container<DrawableDrumRollTick> { RelativeSizeAxes = Axes.Both });
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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elongatedPiece.AccentColour = colourIdle = colours.YellowDark;
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colourIdle = colours.YellowDark;
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colourEngaged = colours.YellowDarker;
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updateColour();
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Content.Add(tickContainer = new Container { RelativeSizeAxes = Axes.Both });
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if (MainPiece.Drawable is IHasAccentColour accentMain)
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accentMain.AccentColour = colourIdle;
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}
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protected override void LoadComplete()
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@ -86,7 +92,8 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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return base.CreateNestedHitObject(hitObject);
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}
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protected override CompositeDrawable CreateMainPiece() => elongatedPiece = new ElongatedCirclePiece();
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protected override SkinnableDrawable CreateMainPiece() => new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.DrumRollBody),
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_ => new ElongatedCirclePiece());
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public override bool OnPressed(TaikoAction action) => false;
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@ -102,8 +109,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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rollingHits = Math.Clamp(rollingHits, 0, rolling_hits_for_engaged_colour);
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Color4 newColour = Interpolation.ValueAt((float)rollingHits / rolling_hits_for_engaged_colour, colourIdle, colourEngaged, 0, 1);
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(MainPiece as IHasAccentColour)?.FadeAccent(newColour, 100);
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updateColour();
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}
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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@ -132,8 +138,22 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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}
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}
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protected override void Update()
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{
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base.Update();
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OriginPosition = new Vector2(DrawHeight);
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Content.X = DrawHeight / 2;
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}
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protected override DrawableStrongNestedHit CreateStrongHit(StrongHitObject hitObject) => new StrongNestedHit(hitObject, this);
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private void updateColour()
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{
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Color4 newColour = Interpolation.ValueAt((float)rollingHits / rolling_hits_for_engaged_colour, colourIdle, colourEngaged, 0, 1);
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(MainPiece.Drawable as IHasAccentColour)?.FadeAccent(newColour, 100);
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}
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private class StrongNestedHit : DrawableStrongNestedHit
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{
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public StrongNestedHit(StrongHitObject strong, DrawableDrumRoll drumRoll)
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@ -3,10 +3,10 @@
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using System;
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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 osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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@ -20,10 +20,11 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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public override bool DisplayResult => false;
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protected override CompositeDrawable CreateMainPiece() => new TickPiece
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{
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Filled = HitObject.FirstTick
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};
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protected override SkinnableDrawable CreateMainPiece() => new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.DrumRollTick),
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_ => new TickPiece
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{
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Filled = HitObject.FirstTick
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});
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
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@ -116,7 +116,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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// If we're far enough away from the left stage, we should bring outselves in front of it
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ProxyContent();
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var flash = (MainPiece as CirclePiece)?.FlashBox;
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var flash = (MainPiece.Drawable as CirclePiece)?.FlashBox;
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flash?.FadeTo(0.9f).FadeOut(300);
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const float gravity_time = 300;
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@ -1,7 +1,6 @@
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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.Graphics.Containers;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using osu.Game.Skinning;
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@ -16,7 +15,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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}
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protected override CompositeDrawable CreateMainPiece() => new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.RimHit),
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protected override SkinnableDrawable CreateMainPiece() => new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.RimHit),
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_ => new RimHitCirclePiece(), confineMode: ConfineMode.ScaleToFit);
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}
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}
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@ -14,6 +14,7 @@ using osu.Framework.Graphics.Shapes;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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@ -114,12 +115,13 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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targetRing.BorderColour = colours.YellowDark.Opacity(0.25f);
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}
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protected override CompositeDrawable CreateMainPiece() => new SwellCirclePiece
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{
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// to allow for rotation transform
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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};
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protected override SkinnableDrawable CreateMainPiece() => new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.Swell),
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_ => new SwellCirclePiece
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{
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// to allow for rotation transform
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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});
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protected override void LoadComplete()
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{
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@ -184,7 +186,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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.Then()
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.FadeTo(completion / 8, 2000, Easing.OutQuint);
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MainPiece.RotateTo((float)(completion * HitObject.Duration / 8), 4000, Easing.OutQuint);
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MainPiece.Drawable.RotateTo((float)(completion * HitObject.Duration / 8), 4000, Easing.OutQuint);
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expandingRing.ScaleTo(1f + Math.Min(target_ring_scale - 1f, (target_ring_scale - 1f) * completion * 1.3f), 260, Easing.OutQuint);
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@ -2,9 +2,9 @@
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// See the LICENCE file in the repository root for full licence text.
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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.Scoring;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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@ -31,6 +31,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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public override bool OnPressed(TaikoAction action) => false;
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protected override CompositeDrawable CreateMainPiece() => new TickPiece();
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protected override SkinnableDrawable CreateMainPiece() => new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.DrumRollTick),
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_ => new TickPiece());
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}
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}
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@ -11,6 +11,7 @@ using System.Collections.Generic;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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@ -115,7 +116,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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public new TObject HitObject;
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protected readonly Vector2 BaseSize;
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protected readonly CompositeDrawable MainPiece;
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protected readonly SkinnableDrawable MainPiece;
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private readonly Container<DrawableStrongNestedHit> strongHitContainer;
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@ -167,7 +168,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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// Normal and clap samples are handled by the drum
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protected override IEnumerable<HitSampleInfo> GetSamples() => HitObject.Samples.Where(s => s.Name != HitSampleInfo.HIT_NORMAL && s.Name != HitSampleInfo.HIT_CLAP);
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protected abstract CompositeDrawable CreateMainPiece();
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protected abstract SkinnableDrawable CreateMainPiece();
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/// <summary>
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/// Creates the handler for this <see cref="DrawableHitObject"/>'s <see cref="StrongHitObject"/>.
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|
@ -10,6 +10,7 @@ using osuTK.Graphics;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Framework.Audio.Track;
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using osu.Framework.Graphics.Effects;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces
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@ -21,7 +22,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces
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/// for a usage example.
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/// </para>
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/// </summary>
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public abstract class CirclePiece : BeatSyncedContainer
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public abstract class CirclePiece : BeatSyncedContainer, IHasAccentColour
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{
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public const float SYMBOL_SIZE = 0.45f;
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public const float SYMBOL_BORDER = 8;
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|
@ -1,7 +1,9 @@
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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.
|
||||
|
||||
using osu.Framework.Allocation;
|
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using osu.Framework.Graphics;
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using osu.Game.Graphics;
|
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces
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{
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@ -12,18 +14,15 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces
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RelativeSizeAxes = Axes.Y;
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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AccentColour = colours.YellowDark;
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}
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||||
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||||
protected override void Update()
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||||
{
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base.Update();
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||||
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||||
var padding = Content.DrawHeight * Content.Width / 2;
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||||
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||||
Content.Padding = new MarginPadding
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{
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Left = padding,
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Right = padding,
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};
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Width = Parent.DrawSize.X + DrawHeight;
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}
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}
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|
96
osu.Game.Rulesets.Taiko/Skinning/LegacyCirclePiece.cs
Normal file
96
osu.Game.Rulesets.Taiko/Skinning/LegacyCirclePiece.cs
Normal file
@ -0,0 +1,96 @@
|
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// 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.Graphics;
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using osu.Framework.Graphics.Animations;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK.Graphics;
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||||
|
||||
namespace osu.Game.Rulesets.Taiko.Skinning
|
||||
{
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||||
public class LegacyCirclePiece : CompositeDrawable, IHasAccentColour
|
||||
{
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||||
private Drawable backgroundLayer;
|
||||
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||||
public LegacyCirclePiece()
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(ISkinSource skin, DrawableHitObject drawableHitObject)
|
||||
{
|
||||
Drawable getDrawableFor(string lookup)
|
||||
{
|
||||
const string normal_hit = "taikohit";
|
||||
const string big_hit = "taikobig";
|
||||
|
||||
string prefix = ((drawableHitObject as DrawableTaikoHitObject)?.HitObject.IsStrong ?? false) ? big_hit : normal_hit;
|
||||
|
||||
return skin.GetAnimation($"{prefix}{lookup}", true, false) ??
|
||||
// fallback to regular size if "big" version doesn't exist.
|
||||
skin.GetAnimation($"{normal_hit}{lookup}", true, false);
|
||||
}
|
||||
|
||||
// backgroundLayer is guaranteed to exist due to the pre-check in TaikoLegacySkinTransformer.
|
||||
AddInternal(backgroundLayer = getDrawableFor("circle"));
|
||||
|
||||
var foregroundLayer = getDrawableFor("circleoverlay");
|
||||
if (foregroundLayer != null)
|
||||
AddInternal(foregroundLayer);
|
||||
|
||||
// Animations in taiko skins are used in a custom way (>150 combo and animating in time with beat).
|
||||
// For now just stop at first frame for sanity.
|
||||
foreach (var c in InternalChildren)
|
||||
{
|
||||
(c as IFramedAnimation)?.Stop();
|
||||
|
||||
c.Anchor = Anchor.Centre;
|
||||
c.Origin = Anchor.Centre;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
updateAccentColour();
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
// Not all skins (including the default osu-stable) have similar sizes for "hitcircle" and "hitcircleoverlay".
|
||||
// This ensures they are scaled relative to each other but also match the expected DrawableHit size.
|
||||
foreach (var c in InternalChildren)
|
||||
c.Scale = new Vector2(DrawHeight / 128);
|
||||
}
|
||||
|
||||
private Color4 accentColour;
|
||||
|
||||
public Color4 AccentColour
|
||||
{
|
||||
get => accentColour;
|
||||
set
|
||||
{
|
||||
if (value == accentColour)
|
||||
return;
|
||||
|
||||
accentColour = value;
|
||||
if (IsLoaded)
|
||||
updateAccentColour();
|
||||
}
|
||||
}
|
||||
|
||||
private void updateAccentColour()
|
||||
{
|
||||
backgroundLayer.Colour = accentColour;
|
||||
}
|
||||
}
|
||||
}
|
83
osu.Game.Rulesets.Taiko/Skinning/LegacyDrumRoll.cs
Normal file
83
osu.Game.Rulesets.Taiko/Skinning/LegacyDrumRoll.cs
Normal file
@ -0,0 +1,83 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Skinning;
|
||||
using osuTK.Graphics;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Skinning
|
||||
{
|
||||
public class LegacyDrumRoll : CompositeDrawable, IHasAccentColour
|
||||
{
|
||||
private LegacyCirclePiece headCircle;
|
||||
|
||||
private Sprite body;
|
||||
|
||||
private Sprite end;
|
||||
|
||||
public LegacyDrumRoll()
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(ISkinSource skin, OsuColour colours)
|
||||
{
|
||||
InternalChildren = new Drawable[]
|
||||
{
|
||||
end = new Sprite
|
||||
{
|
||||
Anchor = Anchor.CentreRight,
|
||||
Origin = Anchor.CentreLeft,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Texture = skin.GetTexture("taiko-roll-end"),
|
||||
FillMode = FillMode.Fit,
|
||||
},
|
||||
body = new Sprite
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Texture = skin.GetTexture("taiko-roll-middle"),
|
||||
},
|
||||
headCircle = new LegacyCirclePiece
|
||||
{
|
||||
RelativeSizeAxes = Axes.Y,
|
||||
},
|
||||
};
|
||||
|
||||
AccentColour = colours.YellowDark;
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
updateAccentColour();
|
||||
}
|
||||
|
||||
private Color4 accentColour;
|
||||
|
||||
public Color4 AccentColour
|
||||
{
|
||||
get => accentColour;
|
||||
set
|
||||
{
|
||||
if (value == accentColour)
|
||||
return;
|
||||
|
||||
accentColour = value;
|
||||
if (IsLoaded)
|
||||
updateAccentColour();
|
||||
}
|
||||
}
|
||||
|
||||
private void updateAccentColour()
|
||||
{
|
||||
headCircle.AccentColour = accentColour;
|
||||
body.Colour = accentColour;
|
||||
end.Colour = accentColour;
|
||||
}
|
||||
}
|
||||
}
|
@ -2,90 +2,25 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Animations;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Taiko.Objects.Drawables;
|
||||
using osu.Game.Skinning;
|
||||
using osuTK;
|
||||
using osuTK.Graphics;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Skinning
|
||||
{
|
||||
public class LegacyHit : CompositeDrawable, IHasAccentColour
|
||||
public class LegacyHit : LegacyCirclePiece
|
||||
{
|
||||
private readonly TaikoSkinComponents component;
|
||||
|
||||
private Drawable backgroundLayer;
|
||||
|
||||
public LegacyHit(TaikoSkinComponents component)
|
||||
{
|
||||
this.component = component;
|
||||
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(ISkinSource skin, DrawableHitObject drawableHitObject)
|
||||
private void load()
|
||||
{
|
||||
Drawable getDrawableFor(string lookup)
|
||||
{
|
||||
const string normal_hit = "taikohit";
|
||||
const string big_hit = "taikobig";
|
||||
|
||||
string prefix = ((drawableHitObject as DrawableTaikoHitObject)?.HitObject.IsStrong ?? false) ? big_hit : normal_hit;
|
||||
|
||||
return skin.GetAnimation($"{prefix}{lookup}", true, false) ??
|
||||
// fallback to regular size if "big" version doesn't exist.
|
||||
skin.GetAnimation($"{normal_hit}{lookup}", true, false);
|
||||
}
|
||||
|
||||
// backgroundLayer is guaranteed to exist due to the pre-check in TaikoLegacySkinTransformer.
|
||||
AddInternal(backgroundLayer = getDrawableFor("circle"));
|
||||
|
||||
var foregroundLayer = getDrawableFor("circleoverlay");
|
||||
if (foregroundLayer != null)
|
||||
AddInternal(foregroundLayer);
|
||||
|
||||
// Animations in taiko skins are used in a custom way (>150 combo and animating in time with beat).
|
||||
// For now just stop at first frame for sanity.
|
||||
foreach (var c in InternalChildren)
|
||||
{
|
||||
(c as IFramedAnimation)?.Stop();
|
||||
|
||||
c.Anchor = Anchor.Centre;
|
||||
c.Origin = Anchor.Centre;
|
||||
}
|
||||
|
||||
AccentColour = component == TaikoSkinComponents.CentreHit
|
||||
? new Color4(235, 69, 44, 255)
|
||||
: new Color4(67, 142, 172, 255);
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
// Not all skins (including the default osu-stable) have similar sizes for "hitcircle" and "hitcircleoverlay".
|
||||
// This ensures they are scaled relative to each other but also match the expected DrawableHit size.
|
||||
foreach (var c in InternalChildren)
|
||||
c.Scale = new Vector2(DrawWidth / 128);
|
||||
}
|
||||
|
||||
private Color4 accentColour;
|
||||
|
||||
public Color4 AccentColour
|
||||
{
|
||||
get => accentColour;
|
||||
set
|
||||
{
|
||||
if (value == accentColour)
|
||||
return;
|
||||
|
||||
backgroundLayer.Colour = accentColour = value;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -27,6 +27,12 @@ namespace osu.Game.Rulesets.Taiko.Skinning
|
||||
|
||||
switch (taikoComponent.Component)
|
||||
{
|
||||
case TaikoSkinComponents.DrumRollBody:
|
||||
if (GetTexture("taiko-roll-middle") != null)
|
||||
return new LegacyDrumRoll();
|
||||
|
||||
return null;
|
||||
|
||||
case TaikoSkinComponents.InputDrum:
|
||||
if (GetTexture("taiko-bar-left") != null)
|
||||
return new LegacyInputDrum();
|
||||
@ -40,6 +46,9 @@ namespace osu.Game.Rulesets.Taiko.Skinning
|
||||
return new LegacyHit(taikoComponent.Component);
|
||||
|
||||
return null;
|
||||
|
||||
case TaikoSkinComponents.DrumRollTick:
|
||||
return this.GetAnimation("sliderscorepoint", false, false);
|
||||
}
|
||||
|
||||
return source.GetDrawableComponent(component);
|
||||
|
@ -7,6 +7,9 @@ namespace osu.Game.Rulesets.Taiko
|
||||
{
|
||||
InputDrum,
|
||||
CentreHit,
|
||||
RimHit
|
||||
RimHit,
|
||||
DrumRollBody,
|
||||
DrumRollTick,
|
||||
Swell
|
||||
}
|
||||
}
|
||||
|
@ -398,7 +398,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
|
||||
}
|
||||
}
|
||||
|
||||
public override bool UpdateSubTreeMasking(Drawable source, RectangleF maskingBounds) => AllJudged && base.UpdateSubTreeMasking(source, maskingBounds);
|
||||
public override bool UpdateSubTreeMasking(Drawable source, RectangleF maskingBounds) => false;
|
||||
|
||||
protected override void UpdateAfterChildren()
|
||||
{
|
||||
|
@ -42,7 +42,7 @@ namespace osu.Game.Tests.Visual
|
||||
|
||||
public void Flip() => scrollingInfo.Direction.Value = scrollingInfo.Direction.Value == ScrollingDirection.Up ? ScrollingDirection.Down : ScrollingDirection.Up;
|
||||
|
||||
private class TestScrollingInfo : IScrollingInfo
|
||||
public class TestScrollingInfo : IScrollingInfo
|
||||
{
|
||||
public readonly Bindable<ScrollingDirection> Direction = new Bindable<ScrollingDirection>();
|
||||
IBindable<ScrollingDirection> IScrollingInfo.Direction => Direction;
|
||||
@ -54,7 +54,7 @@ namespace osu.Game.Tests.Visual
|
||||
IScrollAlgorithm IScrollingInfo.Algorithm => Algorithm;
|
||||
}
|
||||
|
||||
private class TestScrollAlgorithm : IScrollAlgorithm
|
||||
public class TestScrollAlgorithm : IScrollAlgorithm
|
||||
{
|
||||
public readonly SortedList<MultiplierControlPoint> ControlPoints = new SortedList<MultiplierControlPoint>();
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user