mirror of
https://github.com/ppy/osu.git
synced 2025-01-14 00:42:55 +08:00
Add support for taikobigcircle and fix exception on missing layers
This commit is contained in:
parent
bf938a37e3
commit
63ebb7f80c
@ -6,6 +6,8 @@ using osu.Framework.Graphics;
|
|||||||
using osu.Framework.Graphics.Animations;
|
using osu.Framework.Graphics.Animations;
|
||||||
using osu.Framework.Graphics.Containers;
|
using osu.Framework.Graphics.Containers;
|
||||||
using osu.Game.Graphics;
|
using osu.Game.Graphics;
|
||||||
|
using osu.Game.Rulesets.Objects.Drawables;
|
||||||
|
using osu.Game.Rulesets.Taiko.Objects.Drawables;
|
||||||
using osu.Game.Skinning;
|
using osu.Game.Skinning;
|
||||||
using osuTK;
|
using osuTK;
|
||||||
using osuTK.Graphics;
|
using osuTK.Graphics;
|
||||||
@ -26,13 +28,24 @@ namespace osu.Game.Rulesets.Taiko.Skinning
|
|||||||
}
|
}
|
||||||
|
|
||||||
[BackgroundDependencyLoader]
|
[BackgroundDependencyLoader]
|
||||||
private void load(ISkinSource skin)
|
private void load(ISkinSource skin, DrawableHitObject drawableHitObject)
|
||||||
{
|
{
|
||||||
InternalChildren = new[]
|
Drawable getDrawableFor(string lookup)
|
||||||
{
|
{
|
||||||
backgroundLayer = skin.GetAnimation("taikohitcircle", true, false),
|
const string normal_hit = "taikohit";
|
||||||
skin.GetAnimation("taikohitcircleoverlay", true, false),
|
const string big_hit = "taikobig";
|
||||||
};
|
|
||||||
|
string prefix = ((drawableHitObject as DrawableTaikoHitObject)?.HitObject.IsStrong ?? false) ? big_hit : normal_hit;
|
||||||
|
|
||||||
|
return skin.GetAnimation($"{prefix}{lookup}", true, false) ?? skin.GetAnimation($"{normal_hit}{lookup}", true, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// backgroundLayer is guaranteed to exist due to the pre-check in TaikoLegacySkinTransformer
|
||||||
|
AddInternal(backgroundLayer = getDrawableFor("circle"));
|
||||||
|
|
||||||
|
var foregroundLayer = getDrawableFor("circleoverlay");
|
||||||
|
if (foregroundLayer != null)
|
||||||
|
AddInternal(foregroundLayer);
|
||||||
|
|
||||||
// animations in taiko skins are used in a custom way (>150 combo and animating in time with beat).
|
// animations in taiko skins are used in a custom way (>150 combo and animating in time with beat).
|
||||||
// for now just stop at first frame for sanity.
|
// for now just stop at first frame for sanity.
|
||||||
|
Loading…
Reference in New Issue
Block a user