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mirror of https://github.com/ppy/osu.git synced 2025-03-16 05:37:19 +08:00

Remove unnecessary skin lookup logic

This commit is contained in:
Dean Herbert 2021-06-09 18:15:45 +09:00
parent 8fda04c2d9
commit 330bb7cb45
4 changed files with 54 additions and 164 deletions

View File

@ -8,11 +8,11 @@ using osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Audio;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
using osu.Framework.Platform;
using osu.Framework.Utils;
using osu.Game.Audio;
using osu.Game.Graphics;
using osu.Game.Rulesets.Mods;
using osu.Game.Scoring;
@ -110,20 +110,18 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
private Container<RankBadge> badges;
private RankText rankText;
private DrawableSample scoreTickSound;
private DrawableSample badgeTickSound;
private DrawableSample badgeMaxSound;
private DrawableSample swooshUpSound;
private DrawableSample rankImpactSound;
private DrawableSample rankApplauseSound;
private DrawableSample legacySkinApplauseSound;
private PoolableSkinnableSample scoreTickSound;
private PoolableSkinnableSample badgeTickSound;
private PoolableSkinnableSample badgeMaxSound;
private PoolableSkinnableSample swooshUpSound;
private PoolableSkinnableSample rankImpactSound;
private PoolableSkinnableSample rankApplauseSound;
private Bindable<double> tickPlaybackRate = new Bindable<double>();
private double lastTickPlaybackTime;
private bool isTicking;
private readonly bool sfxEnabled;
private bool legacySkin => legacySkinApplauseSound != null;
public AccuracyCircle(ScoreInfo score, bool sfxEnabled = false)
{
@ -254,62 +252,52 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
if (sfxEnabled)
{
Drawable legacySkinApplause = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.Applause));
tickPlaybackRate = new Bindable<double>(sfx_score_tick_debounce_rate_start);
if (legacySkinApplause != null)
switch (score.Rank)
{
AddInternal(legacySkinApplause);
legacySkinApplauseSound = legacySkinApplause as DrawableSample;
case ScoreRank.D:
rankImpactSound = new PoolableSkinnableSample(new SampleInfo(@"Results/rank-impact-fail-d"));
rankApplauseSound = new PoolableSkinnableSample(new SampleInfo(@"applause", @"Results/applause-d"));
break;
case ScoreRank.C:
rankImpactSound = new PoolableSkinnableSample(new SampleInfo(@"Results/rank-impact-fail"));
rankApplauseSound = new PoolableSkinnableSample(new SampleInfo(@"applause", @"Results/applause-c"));
break;
case ScoreRank.B:
rankImpactSound = new PoolableSkinnableSample(new SampleInfo(@"Results/rank-impact-fail"));
rankApplauseSound = new PoolableSkinnableSample(new SampleInfo(@"applause", @"Results/applause-b"));
break;
case ScoreRank.A:
rankImpactSound = new PoolableSkinnableSample(new SampleInfo(@"Results/rank-impact-pass"));
rankApplauseSound = new PoolableSkinnableSample(new SampleInfo(@"applause", @"Results/applause-a"));
break;
case ScoreRank.S:
case ScoreRank.SH:
rankImpactSound = new PoolableSkinnableSample(new SampleInfo(@"Results/rank-impact-pass"));
rankApplauseSound = new PoolableSkinnableSample(new SampleInfo(@"applause", @"Results/applause-s"));
break;
case ScoreRank.X:
case ScoreRank.XH:
rankImpactSound = new PoolableSkinnableSample(new SampleInfo(@"Results/rank-impact-pass-ss"));
rankApplauseSound = new PoolableSkinnableSample(new SampleInfo(@"applause", @"Results/applause-s"));
break;
}
else
AddRangeInternal(new Drawable[]
{
tickPlaybackRate = new Bindable<double>(sfx_score_tick_debounce_rate_start);
switch (score.Rank)
{
case ScoreRank.D:
rankImpactSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultRank_D)) as DrawableSample;
rankApplauseSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultApplause_D)) as DrawableSample;
break;
case ScoreRank.C:
rankImpactSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultRank_C)) as DrawableSample;
rankApplauseSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultApplause_C)) as DrawableSample;
break;
case ScoreRank.B:
rankImpactSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultRank_B)) as DrawableSample;
rankApplauseSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultApplause_B)) as DrawableSample;
break;
case ScoreRank.A:
rankImpactSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultRank_A)) as DrawableSample;
rankApplauseSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultApplause_A)) as DrawableSample;
break;
case ScoreRank.S:
case ScoreRank.SH:
rankImpactSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultRank_S)) as DrawableSample;
rankApplauseSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultApplause_S)) as DrawableSample;
break;
case ScoreRank.X:
case ScoreRank.XH:
rankImpactSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultRank_SS)) as DrawableSample;
rankApplauseSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultApplause_SS)) as DrawableSample;
break;
}
AddRangeInternal(new Drawable[]
{
rankImpactSound,
rankApplauseSound,
scoreTickSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultScoreTick)) as DrawableSample,
badgeTickSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultBadgeTick)) as DrawableSample,
badgeMaxSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultBadgeTickMax)) as DrawableSample,
swooshUpSound = skin.GetDrawableComponent(new GameplaySkinComponent<GameplaySkinSamples>(GameplaySkinSamples.ResultSwooshUp)) as DrawableSample
});
}
rankImpactSound,
rankApplauseSound,
scoreTickSound = new PoolableSkinnableSample(new SampleInfo(@"Results/score-tick")),
badgeTickSound = new PoolableSkinnableSample(new SampleInfo(@"Results/badge-dink")),
badgeMaxSound = new PoolableSkinnableSample(new SampleInfo(@"Results/badge-dink-max")),
swooshUpSound = new PoolableSkinnableSample(new SampleInfo(@"Results/swoosh-up")),
});
}
}
@ -341,7 +329,7 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
this.ScaleTo(0).Then().ScaleTo(1, APPEAR_DURATION, Easing.OutQuint);
if (sfxEnabled && !legacySkin)
if (sfxEnabled)
{
this.Delay(sfx_swoosh_pre_delay).Schedule(() =>
{
@ -359,7 +347,7 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
accuracyCircle.FillTo(targetAccuracy, ACCURACY_TRANSFORM_DURATION, ACCURACY_TRANSFORM_EASING);
if (sfxEnabled && !legacySkin)
if (sfxEnabled)
{
Schedule(() =>
{
@ -382,11 +370,12 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
{
badge.Appear();
if (sfxEnabled && !legacySkin)
if (sfxEnabled)
{
Schedule(() =>
{
DrawableSample dink = badgeNum < badges.Count - 1 ? badgeTickSound : badgeMaxSound;
var dink = badgeNum < badges.Count - 1 ? badgeTickSound : badgeMaxSound;
dink.FrequencyTo(1 + badgeNum++ * 0.05);
dink.VolumeTo(sfx_badge_dink_volume);
dink.Play();
@ -401,10 +390,6 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
if (!sfxEnabled) return;
legacySkinApplauseSound?.Play();
if (legacySkin) return;
Schedule(() =>
{
isTicking = false;

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@ -7,7 +7,6 @@ using JetBrains.Annotations;
using osu.Framework.Audio.Sample;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Audio;
using osu.Framework.Graphics.OpenGL.Textures;
using osu.Framework.Graphics.Textures;
using osu.Game.Audio;
@ -25,27 +24,6 @@ namespace osu.Game.Skinning
{
private readonly IStorageResourceProvider resources;
private static readonly IReadOnlyDictionary<GameplaySkinSamples, string> sample_mapping
= new Dictionary<GameplaySkinSamples, string>
{
{ GameplaySkinSamples.ResultScoreTick, @"Results/score-tick" },
{ GameplaySkinSamples.ResultBadgeTick, @"Results/badge-dink" },
{ GameplaySkinSamples.ResultBadgeTickMax, @"Results/badge-dink-max" },
{ GameplaySkinSamples.ResultSwooshUp, @"Results/swoosh-up" },
{ GameplaySkinSamples.ResultRank_D, @"Results/rank-impact-fail-d" },
{ GameplaySkinSamples.ResultRank_B, @"Results/rank-impact-fail" },
{ GameplaySkinSamples.ResultRank_C, @"Results/rank-impact-fail" },
{ GameplaySkinSamples.ResultRank_A, @"Results/rank-impact-pass" },
{ GameplaySkinSamples.ResultRank_S, @"Results/rank-impact-pass" },
{ GameplaySkinSamples.ResultRank_SS, @"Results/rank-impact-pass-ss" },
{ GameplaySkinSamples.ResultApplause_D, @"Results/applause-d" },
{ GameplaySkinSamples.ResultApplause_B, @"Results/applause-b" },
{ GameplaySkinSamples.ResultApplause_C, @"Results/applause-c" },
{ GameplaySkinSamples.ResultApplause_A, @"Results/applause-a" },
{ GameplaySkinSamples.ResultApplause_S, @"Results/applause-s" },
{ GameplaySkinSamples.ResultApplause_SS, @"Results/applause-s" }
};
public DefaultSkin(IStorageResourceProvider resources)
: this(SkinInfo.Default, resources)
{
@ -80,12 +58,6 @@ namespace osu.Game.Skinning
switch (component)
{
case GameplaySkinComponent<GameplaySkinSamples> sample:
if (sample_mapping.ContainsKey(sample.Component))
return new DrawableSample(GetSample(new SampleInfo(sample_mapping[sample.Component])));
break;
case SkinnableTargetComponent target:
switch (target.Target)
{

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@ -1,29 +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.
namespace osu.Game.Skinning
{
public enum GameplaySkinSamples
{
// legacy
Applause,
// results screen
ResultScoreTick,
ResultBadgeTick,
ResultBadgeTickMax,
ResultSwooshUp,
ResultRank_D,
ResultRank_B,
ResultRank_C,
ResultRank_A,
ResultRank_S,
ResultRank_SS,
ResultApplause_D,
ResultApplause_B,
ResultApplause_C,
ResultApplause_A,
ResultApplause_S,
ResultApplause_SS
}
}

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@ -10,7 +10,6 @@ using JetBrains.Annotations;
using osu.Framework.Audio.Sample;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Audio;
using osu.Framework.Graphics.OpenGL.Textures;
using osu.Framework.Graphics.Textures;
using osu.Framework.IO.Stores;
@ -397,43 +396,6 @@ namespace osu.Game.Skinning
return null;
case GameplaySkinComponent<GameplaySkinSamples> sampleComponent:
var applause = GetSample(new SampleInfo("applause"));
switch (sampleComponent.Component)
{
case GameplaySkinSamples.Applause:
if (applause != null)
return new DrawableSample(applause);
break;
case GameplaySkinSamples.ResultScoreTick:
case GameplaySkinSamples.ResultBadgeTick:
case GameplaySkinSamples.ResultBadgeTickMax:
case GameplaySkinSamples.ResultSwooshUp:
case GameplaySkinSamples.ResultRank_D:
case GameplaySkinSamples.ResultRank_B:
case GameplaySkinSamples.ResultRank_C:
case GameplaySkinSamples.ResultRank_A:
case GameplaySkinSamples.ResultRank_S:
case GameplaySkinSamples.ResultRank_SS:
case GameplaySkinSamples.ResultApplause_D:
case GameplaySkinSamples.ResultApplause_B:
case GameplaySkinSamples.ResultApplause_C:
case GameplaySkinSamples.ResultApplause_A:
case GameplaySkinSamples.ResultApplause_S:
case GameplaySkinSamples.ResultApplause_SS:
if (applause != null)
// Legacy skins don't have sounds for the result screen, but may instead have an 'applause' sound.
// This lets a legacy skin's applause sound play instead of result screen sounds (as to not play over each other)
return Drawable.Empty();
break;
}
break;
case GameplaySkinComponent<HitResult> resultComponent:
// TODO: this should be inside the judgement pieces.
Func<Drawable> createDrawable = () => getJudgementAnimation(resultComponent.Component);