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Merge pull request #21379 from Joppe27/taiko-animations-recovered
Add taiko hit overlay animations
This commit is contained in:
commit
23f91ec717
@ -26,8 +26,10 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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};
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};
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[Test]
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[Test]
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public void DrumrollTest()
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public void TestDrumroll([Values] bool withKiai)
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{
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{
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AddStep("set up beatmap", () => setUpBeatmap(withKiai));
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AddStep("Drum roll", () => SetContents(_ =>
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AddStep("Drum roll", () => SetContents(_ =>
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{
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{
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var hoc = new ScrollingHitObjectContainer();
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var hoc = new ScrollingHitObjectContainer();
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@ -73,5 +75,22 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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return drumroll;
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return drumroll;
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}
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}
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private void setUpBeatmap(bool withKiai)
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{
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var controlPointInfo = new ControlPointInfo();
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controlPointInfo.Add(0, new TimingControlPoint { BeatLength = 500 });
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if (withKiai)
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controlPointInfo.Add(0, new EffectControlPoint { KiaiMode = true });
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Beatmap.Value = CreateWorkingBeatmap(new Beatmap
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{
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ControlPointInfo = controlPointInfo
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});
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Beatmap.Value.Track.Start();
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}
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}
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}
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}
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}
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@ -1,30 +0,0 @@
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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 NUnit.Framework;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps;
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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 TestSceneDrawableDrumRollKiai : TestSceneDrawableDrumRoll
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{
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[SetUp]
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public void SetUp() => Schedule(() =>
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{
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var controlPointInfo = new ControlPointInfo();
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controlPointInfo.Add(0, new TimingControlPoint { BeatLength = 500 });
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controlPointInfo.Add(0, new EffectControlPoint { KiaiMode = true });
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Beatmap.Value = CreateWorkingBeatmap(new Beatmap
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{
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ControlPointInfo = controlPointInfo
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});
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// track needs to be playing for BeatSyncedContainer to work.
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Beatmap.Value.Track.Start();
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});
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}
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}
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@ -4,19 +4,51 @@
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#nullable disable
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#nullable disable
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using NUnit.Framework;
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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.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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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;
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Gameplay;
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namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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{
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{
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[TestFixture]
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[TestFixture]
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public class TestSceneDrawableHit : TaikoSkinnableTestScene
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public class TestSceneDrawableHit : TaikoSkinnableTestScene
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{
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{
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[Cached]
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private GameplayState gameplayState = TestGameplayState.Create(new TaikoRuleset());
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[Test]
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[Test]
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public void TestHits()
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public void TestHits([Values] bool withKiai)
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{
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AddStep("Create beatmap", () => setUpBeatmap(withKiai));
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addHitSteps();
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}
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[Test]
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public void TestHitAnimationSlow()
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{
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AddStep("Create beatmap", () => setUpBeatmap(false));
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AddStep("Set 50 combo", () => gameplayState.ScoreProcessor.Combo.Value = 50);
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addHitSteps();
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AddStep("Reset combo", () => gameplayState.ScoreProcessor.Combo.Value = 0);
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}
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[Test]
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public void TestHitAnimationFast()
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{
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AddStep("Create beatmap", () => setUpBeatmap(false));
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AddStep("Set 150 combo", () => gameplayState.ScoreProcessor.Combo.Value = 150);
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addHitSteps();
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AddStep("Reset combo", () => gameplayState.ScoreProcessor.Combo.Value = 0);
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}
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private void addHitSteps()
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{
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{
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AddStep("Centre hit", () => SetContents(_ => new DrawableHit(createHitAtCurrentTime())
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AddStep("Centre hit", () => SetContents(_ => new DrawableHit(createHitAtCurrentTime())
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{
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{
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@ -56,5 +88,22 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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return hit;
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return hit;
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}
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}
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private void setUpBeatmap(bool withKiai)
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{
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var controlPointInfo = new ControlPointInfo();
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controlPointInfo.Add(0, new TimingControlPoint { BeatLength = 500 });
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if (withKiai)
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controlPointInfo.Add(0, new EffectControlPoint { KiaiMode = true });
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Beatmap.Value = CreateWorkingBeatmap(new Beatmap
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{
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ControlPointInfo = controlPointInfo
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});
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Beatmap.Value.Track.Start();
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}
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}
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}
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}
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}
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@ -1,30 +0,0 @@
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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 NUnit.Framework;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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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 TestSceneDrawableHitKiai : TestSceneDrawableHit
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{
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[SetUp]
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public void SetUp() => Schedule(() =>
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{
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var controlPointInfo = new ControlPointInfo();
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controlPointInfo.Add(0, new TimingControlPoint { BeatLength = 500 });
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controlPointInfo.Add(0, new EffectControlPoint { KiaiMode = true });
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Beatmap.Value = CreateWorkingBeatmap(new Beatmap
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{
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ControlPointInfo = controlPointInfo
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});
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// track needs to be playing for BeatSyncedContainer to work.
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Beatmap.Value.Track.Start();
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});
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}
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}
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@ -2,13 +2,16 @@
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// See the LICENCE file in the repository root for full licence text.
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// 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.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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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.Animations;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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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.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK;
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using osuTK.Graphics;
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using osuTK.Graphics;
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@ -18,6 +21,12 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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public class LegacyCirclePiece : CompositeDrawable, IHasAccentColour
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public class LegacyCirclePiece : CompositeDrawable, IHasAccentColour
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{
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{
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private Drawable backgroundLayer = null!;
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private Drawable backgroundLayer = null!;
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private Drawable? foregroundLayer;
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private Bindable<int> currentCombo { get; } = new BindableInt();
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private int animationFrame;
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private double beatLength;
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// required for editor blueprints (not sure why these circle pieces are zero size).
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// required for editor blueprints (not sure why these circle pieces are zero size).
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public override Quad ScreenSpaceDrawQuad => backgroundLayer.ScreenSpaceDrawQuad;
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public override Quad ScreenSpaceDrawQuad => backgroundLayer.ScreenSpaceDrawQuad;
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@ -27,6 +36,12 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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RelativeSizeAxes = Axes.Both;
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RelativeSizeAxes = Axes.Both;
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}
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}
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[Resolved(canBeNull: true)]
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private GameplayState? gameplayState { get; set; }
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[Resolved(canBeNull: true)]
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private IBeatSyncProvider? beatSyncProvider { get; set; }
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load(ISkinSource skin, DrawableHitObject drawableHitObject)
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private void load(ISkinSource skin, DrawableHitObject drawableHitObject)
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{
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{
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@ -45,7 +60,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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// backgroundLayer is guaranteed to exist due to the pre-check in TaikoLegacySkinTransformer.
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// backgroundLayer is guaranteed to exist due to the pre-check in TaikoLegacySkinTransformer.
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AddInternal(backgroundLayer = new LegacyKiaiFlashingDrawable(() => getDrawableFor("circle")));
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AddInternal(backgroundLayer = new LegacyKiaiFlashingDrawable(() => getDrawableFor("circle")));
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var foregroundLayer = getDrawableFor("circleoverlay");
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foregroundLayer = getDrawableFor("circleoverlay");
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if (foregroundLayer != null)
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if (foregroundLayer != null)
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AddInternal(foregroundLayer);
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AddInternal(foregroundLayer);
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c.Anchor = Anchor.Centre;
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c.Anchor = Anchor.Centre;
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c.Origin = Anchor.Centre;
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c.Origin = Anchor.Centre;
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}
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}
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if (gameplayState != null)
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currentCombo.BindTo(gameplayState.ScoreProcessor.Combo);
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}
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}
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protected override void LoadComplete()
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protected override void LoadComplete()
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// This ensures they are scaled relative to each other but also match the expected DrawableHit size.
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// This ensures they are scaled relative to each other but also match the expected DrawableHit size.
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foreach (var c in InternalChildren)
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foreach (var c in InternalChildren)
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c.Scale = new Vector2(DrawHeight / 128);
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c.Scale = new Vector2(DrawHeight / 128);
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if (foregroundLayer is IFramedAnimation animatableForegroundLayer)
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animateForegroundLayer(animatableForegroundLayer);
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}
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private void animateForegroundLayer(IFramedAnimation animatableForegroundLayer)
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{
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int multiplier;
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if (currentCombo.Value >= 150)
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{
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multiplier = 2;
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}
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else if (currentCombo.Value >= 50)
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{
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multiplier = 1;
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}
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else
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{
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animatableForegroundLayer.GotoFrame(0);
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return;
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}
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if (beatSyncProvider?.ControlPoints != null)
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{
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beatLength = beatSyncProvider.ControlPoints.TimingPointAt(Time.Current).BeatLength;
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animationFrame = Time.Current % ((beatLength * 2) / multiplier) >= beatLength / multiplier ? 0 : 1;
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animatableForegroundLayer.GotoFrame(animationFrame);
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}
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}
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}
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private Color4 accentColour;
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private Color4 accentColour;
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