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mirror of https://github.com/ppy/osu.git synced 2025-01-12 13:33:52 +08:00

Rename DefaultTaikoDonTextureAnimation to TaikoDonTextureAnimation

This commit is contained in:
Craftplacer 2020-04-24 02:50:10 +02:00
parent 8446fa98b5
commit 608596c3b3
2 changed files with 12 additions and 13 deletions

View File

@ -1,16 +1,14 @@
using osu.Framework.Allocation;
using osu.Framework.Audio.Track;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Textures;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Graphics.Containers;
using osuTK;
namespace osu.Game.Rulesets.Taiko.UI
{
public sealed class DrawableTaikoCharacter : BeatSyncedContainer
{
private static DefaultTaikoDonTextureAnimation idleDrawable, clearDrawable, kiaiDrawable, failDrawable;
private static TaikoDonTextureAnimation idleDrawable, clearDrawable, kiaiDrawable, failDrawable;
private TaikoDonAnimationState state;
@ -22,7 +20,7 @@ namespace osu.Game.Rulesets.Taiko.UI
var xd = new Vector2(1);
}
private DefaultTaikoDonTextureAnimation getStateDrawable() => State switch
private TaikoDonTextureAnimation getStateDrawable() => State switch
{
TaikoDonAnimationState.Idle => idleDrawable,
TaikoDonAnimationState.Clear => clearDrawable,
@ -50,10 +48,10 @@ namespace osu.Game.Rulesets.Taiko.UI
{
InternalChildren = new[]
{
idleDrawable = new DefaultTaikoDonTextureAnimation(TaikoDonAnimationState.Idle),
clearDrawable = new DefaultTaikoDonTextureAnimation(TaikoDonAnimationState.Clear),
kiaiDrawable = new DefaultTaikoDonTextureAnimation(TaikoDonAnimationState.Kiai),
failDrawable = new DefaultTaikoDonTextureAnimation(TaikoDonAnimationState.Fail),
idleDrawable = new TaikoDonTextureAnimation(TaikoDonAnimationState.Idle),
clearDrawable = new TaikoDonTextureAnimation(TaikoDonAnimationState.Clear),
kiaiDrawable = new TaikoDonTextureAnimation(TaikoDonAnimationState.Kiai),
failDrawable = new TaikoDonTextureAnimation(TaikoDonAnimationState.Fail),
};
// sets the state, to make sure we have the correct sprite loaded and set.

View File

@ -6,18 +6,19 @@ using osu.Game.Skinning;
namespace osu.Game.Rulesets.Taiko.UI
{
public sealed class DefaultTaikoDonTextureAnimation : TextureAnimation
public sealed class TaikoDonTextureAnimation : TextureAnimation
{
private readonly TaikoDonAnimationState _state;
private readonly TaikoDonAnimationState state;
private int currentFrame;
public DefaultTaikoDonTextureAnimation(TaikoDonAnimationState state) : base(false)
public TaikoDonTextureAnimation(TaikoDonAnimationState state) : base(false)
{
_state = state;
this.state = state;
this.Stop();
Origin = Anchor.BottomLeft;
Anchor = Anchor.BottomLeft;
AutoSizeAxes = Axes.Y;
}
[BackgroundDependencyLoader]
@ -25,7 +26,7 @@ namespace osu.Game.Rulesets.Taiko.UI
{
for (int i = 0;; i++)
{
var textureName = $"pippidon{_getStateString(_state)}{i}";
var textureName = $"pippidon{_getStateString(state)}{i}";
Texture texture = skin.GetTexture(textureName);
if (texture == null)