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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.Allocation;
using osu.Framework.Audio.Track; using osu.Framework.Audio.Track;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Textures; using osu.Framework.Graphics.Textures;
using osu.Game.Beatmaps.ControlPoints; using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Graphics.Containers; using osu.Game.Graphics.Containers;
using osuTK;
namespace osu.Game.Rulesets.Taiko.UI namespace osu.Game.Rulesets.Taiko.UI
{ {
public sealed class DrawableTaikoCharacter : BeatSyncedContainer public sealed class DrawableTaikoCharacter : BeatSyncedContainer
{ {
private static DefaultTaikoDonTextureAnimation idleDrawable, clearDrawable, kiaiDrawable, failDrawable; private static TaikoDonTextureAnimation idleDrawable, clearDrawable, kiaiDrawable, failDrawable;
private TaikoDonAnimationState state; private TaikoDonAnimationState state;
@ -22,7 +20,7 @@ namespace osu.Game.Rulesets.Taiko.UI
var xd = new Vector2(1); var xd = new Vector2(1);
} }
private DefaultTaikoDonTextureAnimation getStateDrawable() => State switch private TaikoDonTextureAnimation getStateDrawable() => State switch
{ {
TaikoDonAnimationState.Idle => idleDrawable, TaikoDonAnimationState.Idle => idleDrawable,
TaikoDonAnimationState.Clear => clearDrawable, TaikoDonAnimationState.Clear => clearDrawable,
@ -50,10 +48,10 @@ namespace osu.Game.Rulesets.Taiko.UI
{ {
InternalChildren = new[] InternalChildren = new[]
{ {
idleDrawable = new DefaultTaikoDonTextureAnimation(TaikoDonAnimationState.Idle), idleDrawable = new TaikoDonTextureAnimation(TaikoDonAnimationState.Idle),
clearDrawable = new DefaultTaikoDonTextureAnimation(TaikoDonAnimationState.Clear), clearDrawable = new TaikoDonTextureAnimation(TaikoDonAnimationState.Clear),
kiaiDrawable = new DefaultTaikoDonTextureAnimation(TaikoDonAnimationState.Kiai), kiaiDrawable = new TaikoDonTextureAnimation(TaikoDonAnimationState.Kiai),
failDrawable = new DefaultTaikoDonTextureAnimation(TaikoDonAnimationState.Fail), failDrawable = new TaikoDonTextureAnimation(TaikoDonAnimationState.Fail),
}; };
// sets the state, to make sure we have the correct sprite loaded and set. // 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 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; private int currentFrame;
public DefaultTaikoDonTextureAnimation(TaikoDonAnimationState state) : base(false) public TaikoDonTextureAnimation(TaikoDonAnimationState state) : base(false)
{ {
_state = state; this.state = state;
this.Stop(); this.Stop();
Origin = Anchor.BottomLeft; Origin = Anchor.BottomLeft;
Anchor = Anchor.BottomLeft; Anchor = Anchor.BottomLeft;
AutoSizeAxes = Axes.Y;
} }
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
@ -25,7 +26,7 @@ namespace osu.Game.Rulesets.Taiko.UI
{ {
for (int i = 0;; i++) for (int i = 0;; i++)
{ {
var textureName = $"pippidon{_getStateString(_state)}{i}"; var textureName = $"pippidon{_getStateString(state)}{i}";
Texture texture = skin.GetTexture(textureName); Texture texture = skin.GetTexture(textureName);
if (texture == null) if (texture == null)