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Implement partial clear transition logic
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99677ac171
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@ -201,13 +201,14 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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private void applyNewResult(JudgementResult judgementResult)
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{
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scoreProcessor.ApplyResult(judgementResult);
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foreach (var playfield in playfields)
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{
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var hit = new DrawableTestHit(new Hit(), judgementResult.Type);
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Add(hit);
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playfield.OnNewResult(hit, judgementResult);
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scoreProcessor.ApplyResult(judgementResult);
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}
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}
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@ -11,7 +11,7 @@ using osu.Framework.Graphics.Textures;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics.Containers;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Judgements;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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@ -23,7 +23,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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private readonly Dictionary<TaikoMascotAnimationState, TaikoMascotAnimation> animations;
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private TaikoMascotAnimation currentAnimation;
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private bool lastHitMissed;
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private bool lastObjectHit;
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private bool kiaiMode;
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public DrawableTaikoMascot(TaikoMascotAnimationState startingState = TaikoMascotAnimationState.Idle)
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@ -56,7 +56,18 @@ namespace osu.Game.Rulesets.Taiko.UI
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public void OnNewResult(JudgementResult result)
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{
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lastHitMissed = result.Type == HitResult.Miss && result.Judgement.AffectsCombo;
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// TODO: missing support for clear/fail state transition at end of beatmap gameplay
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if (triggerComboClear(result) || triggerSwellClear(result))
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{
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state.Value = TaikoMascotAnimationState.Clear;
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return;
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}
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if (!result.Judgement.AffectsCombo)
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return;
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lastObjectHit = result.IsHit;
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}
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
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@ -77,7 +88,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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if (currentAnimation != null && !currentAnimation.Completed)
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return state.Value;
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if (lastHitMissed)
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if (!lastObjectHit)
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return TaikoMascotAnimationState.Fail;
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return kiaiMode ? TaikoMascotAnimationState.Kiai : TaikoMascotAnimationState.Idle;
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@ -89,5 +100,11 @@ namespace osu.Game.Rulesets.Taiko.UI
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currentAnimation = animations[state.NewValue];
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currentAnimation.Show();
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}
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private bool triggerComboClear(JudgementResult judgementResult)
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=> (judgementResult.ComboAtJudgement + 1) % 50 == 0 && judgementResult.Judgement.AffectsCombo && judgementResult.IsHit;
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private bool triggerSwellClear(JudgementResult judgementResult)
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=> judgementResult.Judgement is TaikoSwellJudgement && judgementResult.IsHit;
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}
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}
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