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Implement partial clear transition logic

This commit is contained in:
Bartłomiej Dach 2020-04-30 21:58:05 +02:00
parent 99677ac171
commit 22fde8d2a0
2 changed files with 23 additions and 5 deletions

View File

@ -201,13 +201,14 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
private void applyNewResult(JudgementResult judgementResult)
{
scoreProcessor.ApplyResult(judgementResult);
foreach (var playfield in playfields)
{
var hit = new DrawableTestHit(new Hit(), judgementResult.Type);
Add(hit);
playfield.OnNewResult(hit, judgementResult);
scoreProcessor.ApplyResult(judgementResult);
}
}

View File

@ -11,7 +11,7 @@ using osu.Framework.Graphics.Textures;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Graphics.Containers;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Judgements;
namespace osu.Game.Rulesets.Taiko.UI
{
@ -23,7 +23,7 @@ namespace osu.Game.Rulesets.Taiko.UI
private readonly Dictionary<TaikoMascotAnimationState, TaikoMascotAnimation> animations;
private TaikoMascotAnimation currentAnimation;
private bool lastHitMissed;
private bool lastObjectHit;
private bool kiaiMode;
public DrawableTaikoMascot(TaikoMascotAnimationState startingState = TaikoMascotAnimationState.Idle)
@ -56,7 +56,18 @@ namespace osu.Game.Rulesets.Taiko.UI
public void OnNewResult(JudgementResult result)
{
lastHitMissed = result.Type == HitResult.Miss && result.Judgement.AffectsCombo;
// TODO: missing support for clear/fail state transition at end of beatmap gameplay
if (triggerComboClear(result) || triggerSwellClear(result))
{
state.Value = TaikoMascotAnimationState.Clear;
return;
}
if (!result.Judgement.AffectsCombo)
return;
lastObjectHit = result.IsHit;
}
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
@ -77,7 +88,7 @@ namespace osu.Game.Rulesets.Taiko.UI
if (currentAnimation != null && !currentAnimation.Completed)
return state.Value;
if (lastHitMissed)
if (!lastObjectHit)
return TaikoMascotAnimationState.Fail;
return kiaiMode ? TaikoMascotAnimationState.Kiai : TaikoMascotAnimationState.Idle;
@ -89,5 +100,11 @@ namespace osu.Game.Rulesets.Taiko.UI
currentAnimation = animations[state.NewValue];
currentAnimation.Show();
}
private bool triggerComboClear(JudgementResult judgementResult)
=> (judgementResult.ComboAtJudgement + 1) % 50 == 0 && judgementResult.Judgement.AffectsCombo && judgementResult.IsHit;
private bool triggerSwellClear(JudgementResult judgementResult)
=> judgementResult.Judgement is TaikoSwellJudgement && judgementResult.IsHit;
}
}