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Merge pull request #21379 from Joppe27/taiko-animations-recovered

Add taiko hit overlay animations
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Dean Herbert 2022-11-23 15:09:44 +09:00 committed by GitHub
commit 23f91ec717
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5 changed files with 120 additions and 63 deletions

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@ -26,8 +26,10 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
};
[Test]
public void DrumrollTest()
public void TestDrumroll([Values] bool withKiai)
{
AddStep("set up beatmap", () => setUpBeatmap(withKiai));
AddStep("Drum roll", () => SetContents(_ =>
{
var hoc = new ScrollingHitObjectContainer();
@ -73,5 +75,22 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
return drumroll;
}
private void setUpBeatmap(bool withKiai)
{
var controlPointInfo = new ControlPointInfo();
controlPointInfo.Add(0, new TimingControlPoint { BeatLength = 500 });
if (withKiai)
controlPointInfo.Add(0, new EffectControlPoint { KiaiMode = true });
Beatmap.Value = CreateWorkingBeatmap(new Beatmap
{
ControlPointInfo = controlPointInfo
});
Beatmap.Value.Track.Start();
}
}
}

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@ -1,30 +0,0 @@
// 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 NUnit.Framework;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Beatmaps;
namespace osu.Game.Rulesets.Taiko.Tests.Skinning
{
[TestFixture]
public class TestSceneDrawableDrumRollKiai : TestSceneDrawableDrumRoll
{
[SetUp]
public void SetUp() => Schedule(() =>
{
var controlPointInfo = new ControlPointInfo();
controlPointInfo.Add(0, new TimingControlPoint { BeatLength = 500 });
controlPointInfo.Add(0, new EffectControlPoint { KiaiMode = true });
Beatmap.Value = CreateWorkingBeatmap(new Beatmap
{
ControlPointInfo = controlPointInfo
});
// track needs to be playing for BeatSyncedContainer to work.
Beatmap.Value.Track.Start();
});
}
}

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@ -4,19 +4,51 @@
#nullable disable
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Objects.Drawables;
using osu.Game.Screens.Play;
using osu.Game.Tests.Gameplay;
namespace osu.Game.Rulesets.Taiko.Tests.Skinning
{
[TestFixture]
public class TestSceneDrawableHit : TaikoSkinnableTestScene
{
[Cached]
private GameplayState gameplayState = TestGameplayState.Create(new TaikoRuleset());
[Test]
public void TestHits()
public void TestHits([Values] bool withKiai)
{
AddStep("Create beatmap", () => setUpBeatmap(withKiai));
addHitSteps();
}
[Test]
public void TestHitAnimationSlow()
{
AddStep("Create beatmap", () => setUpBeatmap(false));
AddStep("Set 50 combo", () => gameplayState.ScoreProcessor.Combo.Value = 50);
addHitSteps();
AddStep("Reset combo", () => gameplayState.ScoreProcessor.Combo.Value = 0);
}
[Test]
public void TestHitAnimationFast()
{
AddStep("Create beatmap", () => setUpBeatmap(false));
AddStep("Set 150 combo", () => gameplayState.ScoreProcessor.Combo.Value = 150);
addHitSteps();
AddStep("Reset combo", () => gameplayState.ScoreProcessor.Combo.Value = 0);
}
private void addHitSteps()
{
AddStep("Centre hit", () => SetContents(_ => new DrawableHit(createHitAtCurrentTime())
{
@ -56,5 +88,22 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
return hit;
}
private void setUpBeatmap(bool withKiai)
{
var controlPointInfo = new ControlPointInfo();
controlPointInfo.Add(0, new TimingControlPoint { BeatLength = 500 });
if (withKiai)
controlPointInfo.Add(0, new EffectControlPoint { KiaiMode = true });
Beatmap.Value = CreateWorkingBeatmap(new Beatmap
{
ControlPointInfo = controlPointInfo
});
Beatmap.Value.Track.Start();
}
}
}

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@ -1,30 +0,0 @@
// 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 NUnit.Framework;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
namespace osu.Game.Rulesets.Taiko.Tests.Skinning
{
[TestFixture]
public class TestSceneDrawableHitKiai : TestSceneDrawableHit
{
[SetUp]
public void SetUp() => Schedule(() =>
{
var controlPointInfo = new ControlPointInfo();
controlPointInfo.Add(0, new TimingControlPoint { BeatLength = 500 });
controlPointInfo.Add(0, new EffectControlPoint { KiaiMode = true });
Beatmap.Value = CreateWorkingBeatmap(new Beatmap
{
ControlPointInfo = controlPointInfo
});
// track needs to be playing for BeatSyncedContainer to work.
Beatmap.Value.Track.Start();
});
}
}

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@ -2,13 +2,16 @@
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Animations;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Screens.Play;
using osu.Game.Skinning;
using osuTK;
using osuTK.Graphics;
@ -18,6 +21,12 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
public class LegacyCirclePiece : CompositeDrawable, IHasAccentColour
{
private Drawable backgroundLayer = null!;
private Drawable? foregroundLayer;
private Bindable<int> currentCombo { get; } = new BindableInt();
private int animationFrame;
private double beatLength;
// required for editor blueprints (not sure why these circle pieces are zero size).
public override Quad ScreenSpaceDrawQuad => backgroundLayer.ScreenSpaceDrawQuad;
@ -27,6 +36,12 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
RelativeSizeAxes = Axes.Both;
}
[Resolved(canBeNull: true)]
private GameplayState? gameplayState { get; set; }
[Resolved(canBeNull: true)]
private IBeatSyncProvider? beatSyncProvider { get; set; }
[BackgroundDependencyLoader]
private void load(ISkinSource skin, DrawableHitObject drawableHitObject)
{
@ -45,7 +60,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
// backgroundLayer is guaranteed to exist due to the pre-check in TaikoLegacySkinTransformer.
AddInternal(backgroundLayer = new LegacyKiaiFlashingDrawable(() => getDrawableFor("circle")));
var foregroundLayer = getDrawableFor("circleoverlay");
foregroundLayer = getDrawableFor("circleoverlay");
if (foregroundLayer != null)
AddInternal(foregroundLayer);
@ -58,6 +73,9 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
c.Anchor = Anchor.Centre;
c.Origin = Anchor.Centre;
}
if (gameplayState != null)
currentCombo.BindTo(gameplayState.ScoreProcessor.Combo);
}
protected override void LoadComplete()
@ -74,6 +92,37 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
// 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);
if (foregroundLayer is IFramedAnimation animatableForegroundLayer)
animateForegroundLayer(animatableForegroundLayer);
}
private void animateForegroundLayer(IFramedAnimation animatableForegroundLayer)
{
int multiplier;
if (currentCombo.Value >= 150)
{
multiplier = 2;
}
else if (currentCombo.Value >= 50)
{
multiplier = 1;
}
else
{
animatableForegroundLayer.GotoFrame(0);
return;
}
if (beatSyncProvider?.ControlPoints != null)
{
beatLength = beatSyncProvider.ControlPoints.TimingPointAt(Time.Current).BeatLength;
animationFrame = Time.Current % ((beatLength * 2) / multiplier) >= beatLength / multiplier ? 0 : 1;
animatableForegroundLayer.GotoFrame(animationFrame);
}
}
private Color4 accentColour;