mirror of
https://github.com/ppy/osu.git
synced 2024-12-14 08:52:55 +08:00
Merge pull request #5848 from iiSaLMaN/use-transform-management-for-taiko-ruleset
Use automatic state logic for taiko ruleset Co-authored-by: Dan Balasescu <smoogipoo@smgi.me>
This commit is contained in:
commit
2a3f3dacb3
@ -247,10 +247,6 @@ namespace osu.Game.Rulesets.Taiko.Tests
|
||||
: base(hitObject)
|
||||
{
|
||||
}
|
||||
|
||||
protected override void UpdateState(ArmedState state)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -53,9 +53,5 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
Alpha = 0.75f
|
||||
});
|
||||
}
|
||||
|
||||
protected override void UpdateState(ArmedState state)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -88,13 +88,13 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
ApplyResult(r => r.Type = HitResult.Miss);
|
||||
}
|
||||
|
||||
protected override void UpdateState(ArmedState state)
|
||||
protected override void UpdateStateTransforms(ArmedState state)
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case ArmedState.Hit:
|
||||
case ArmedState.Miss:
|
||||
this.FadeOut(100).Expire();
|
||||
this.Delay(HitObject.Duration).FadeOut(100).Expire();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -39,7 +39,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
ApplyResult(r => r.Type = HitResult.Great);
|
||||
}
|
||||
|
||||
protected override void UpdateState(ArmedState state)
|
||||
protected override void UpdateStateTransforms(ArmedState state)
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
|
@ -92,56 +92,42 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
Size = BaseSize * Parent.RelativeChildSize;
|
||||
}
|
||||
|
||||
protected override void UpdateState(ArmedState state)
|
||||
protected override void UpdateStateTransforms(ArmedState state)
|
||||
{
|
||||
// TODO: update to use new state management.
|
||||
var circlePiece = MainPiece as CirclePiece;
|
||||
circlePiece?.FlashBox.FinishTransforms();
|
||||
|
||||
var offset = !AllJudged ? 0 : Time.Current - HitObject.StartTime;
|
||||
|
||||
using (BeginDelayedSequence(HitObject.StartTime - Time.Current + offset, true))
|
||||
switch (state)
|
||||
{
|
||||
switch (State.Value)
|
||||
{
|
||||
case ArmedState.Idle:
|
||||
validActionPressed = false;
|
||||
case ArmedState.Idle:
|
||||
validActionPressed = false;
|
||||
|
||||
UnproxyContent();
|
||||
this.Delay(HitObject.HitWindows.HalfWindowFor(HitResult.Miss)).Expire();
|
||||
break;
|
||||
UnproxyContent();
|
||||
this.Delay(HitObject.HitWindows.HalfWindowFor(HitResult.Miss)).Expire();
|
||||
break;
|
||||
|
||||
case ArmedState.Miss:
|
||||
this.FadeOut(100)
|
||||
.Expire();
|
||||
break;
|
||||
case ArmedState.Miss:
|
||||
this.FadeOut(100)
|
||||
.Expire();
|
||||
break;
|
||||
|
||||
case ArmedState.Hit:
|
||||
// If we're far enough away from the left stage, we should bring outselves in front of it
|
||||
ProxyContent();
|
||||
case ArmedState.Hit:
|
||||
// If we're far enough away from the left stage, we should bring outselves in front of it
|
||||
ProxyContent();
|
||||
|
||||
var flash = circlePiece?.FlashBox;
|
||||
var flash = (MainPiece as CirclePiece)?.FlashBox;
|
||||
flash?.FadeTo(0.9f).FadeOut(300);
|
||||
|
||||
if (flash != null)
|
||||
{
|
||||
flash.FadeTo(0.9f);
|
||||
flash.FadeOut(300);
|
||||
}
|
||||
const float gravity_time = 300;
|
||||
const float gravity_travel_height = 200;
|
||||
|
||||
const float gravity_time = 300;
|
||||
const float gravity_travel_height = 200;
|
||||
this.ScaleTo(0.8f, gravity_time * 2, Easing.OutQuad);
|
||||
|
||||
this.ScaleTo(0.8f, gravity_time * 2, Easing.OutQuad);
|
||||
this.MoveToY(-gravity_travel_height, gravity_time, Easing.Out)
|
||||
.Then()
|
||||
.MoveToY(gravity_travel_height * 2, gravity_time * 2, Easing.In);
|
||||
|
||||
this.MoveToY(-gravity_travel_height, gravity_time, Easing.Out)
|
||||
.Then()
|
||||
.MoveToY(gravity_travel_height * 2, gravity_time * 2, Easing.In);
|
||||
this.FadeOut(800)
|
||||
.Expire();
|
||||
|
||||
this.FadeOut(800)
|
||||
.Expire();
|
||||
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -18,9 +18,5 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
{
|
||||
MainObject = mainObject;
|
||||
}
|
||||
|
||||
protected override void UpdateState(ArmedState state)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -25,6 +25,11 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
private const float target_ring_scale = 5f;
|
||||
private const float inner_ring_alpha = 0.65f;
|
||||
|
||||
/// <summary>
|
||||
/// Offset away from the start time of the swell at which the ring starts appearing.
|
||||
/// </summary>
|
||||
private const double ring_appear_offset = 100;
|
||||
|
||||
private readonly List<DrawableSwellTick> ticks = new List<DrawableSwellTick>();
|
||||
|
||||
private readonly Container bodyContainer;
|
||||
@ -179,26 +184,34 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
}
|
||||
}
|
||||
|
||||
protected override void UpdateState(ArmedState state)
|
||||
protected override void UpdateInitialTransforms()
|
||||
{
|
||||
const float preempt = 100;
|
||||
const float out_transition_time = 300;
|
||||
base.UpdateInitialTransforms();
|
||||
|
||||
using (BeginAbsoluteSequence(HitObject.StartTime - ring_appear_offset, true))
|
||||
targetRing.ScaleTo(target_ring_scale, 400, Easing.OutQuint);
|
||||
}
|
||||
|
||||
protected override void UpdateStateTransforms(ArmedState state)
|
||||
{
|
||||
const double transition_duration = 300;
|
||||
|
||||
switch (state)
|
||||
{
|
||||
case ArmedState.Idle:
|
||||
UnproxyContent();
|
||||
expandingRing.FadeTo(0);
|
||||
using (BeginAbsoluteSequence(HitObject.StartTime - preempt, true))
|
||||
targetRing.ScaleTo(target_ring_scale, preempt * 4, Easing.OutQuint);
|
||||
break;
|
||||
|
||||
case ArmedState.Miss:
|
||||
case ArmedState.Hit:
|
||||
this.FadeOut(out_transition_time, Easing.Out);
|
||||
bodyContainer.ScaleTo(1.4f, out_transition_time);
|
||||
using (BeginAbsoluteSequence(Time.Current, true))
|
||||
{
|
||||
this.FadeOut(transition_duration, Easing.Out);
|
||||
bodyContainer.ScaleTo(1.4f, transition_duration);
|
||||
|
||||
Expire();
|
||||
}
|
||||
|
||||
Expire();
|
||||
break;
|
||||
}
|
||||
}
|
||||
@ -212,9 +225,10 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
// Make the swell stop at the hit target
|
||||
X = Math.Max(0, X);
|
||||
|
||||
double t = Math.Min(HitObject.StartTime, Time.Current);
|
||||
if (t == HitObject.StartTime)
|
||||
if (Time.Current >= HitObject.StartTime - ring_appear_offset)
|
||||
ProxyContent();
|
||||
else
|
||||
UnproxyContent();
|
||||
}
|
||||
|
||||
private bool? lastWasCentre;
|
||||
|
@ -1,7 +1,6 @@
|
||||
// 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.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
@ -21,10 +20,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
{
|
||||
}
|
||||
|
||||
protected override void UpdateState(ArmedState state)
|
||||
{
|
||||
}
|
||||
|
||||
public override bool OnPressed(TaikoAction action) => false;
|
||||
}
|
||||
}
|
||||
|
@ -78,6 +78,8 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
public abstract bool OnPressed(TaikoAction action);
|
||||
public virtual bool OnReleased(TaikoAction action) => false;
|
||||
|
||||
protected override void UpdateInitialTransforms() => this.FadeIn();
|
||||
|
||||
private class ProxiedContentContainer : Container
|
||||
{
|
||||
public override double LifetimeStart => Parent?.LifetimeStart ?? base.LifetimeStart;
|
||||
@ -121,8 +123,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
}
|
||||
}
|
||||
|
||||
protected override bool UseTransformStateManagement => false;
|
||||
|
||||
// Normal and clap samples are handled by the drum
|
||||
protected override IEnumerable<HitSampleInfo> GetSamples() => HitObject.Samples.Where(s => s.Name != HitSampleInfo.HIT_NORMAL && s.Name != HitSampleInfo.HIT_CLAP);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user