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Use automatic state logic for mania ruleset (#5844)
Use automatic state logic for mania ruleset
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commit
8b8c747ad5
@ -69,7 +69,7 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
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Alpha = 0.2f;
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}
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protected override void UpdateState(ArmedState state)
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protected override void UpdateStateTransforms(ArmedState state)
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{
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}
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}
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@ -8,6 +8,7 @@ using osu.Framework.Graphics;
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using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Bindings;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI.Scrolling;
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@ -104,6 +105,12 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
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bodyPiece.Height = DrawHeight - Head.Height / 2 + Tail.Height / 2;
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}
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protected override void UpdateStateTransforms(ArmedState state)
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{
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using (BeginDelayedSequence(HitObject.Duration, true))
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base.UpdateStateTransforms(state);
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}
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protected void BeginHold()
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{
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holdStartTime = Time.Current;
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@ -45,24 +45,11 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
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{
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Anchor = Origin = e.NewValue == ScrollingDirection.Up ? Anchor.TopCentre : Anchor.BottomCentre;
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}
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}
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public abstract class DrawableManiaHitObject<TObject> : DrawableManiaHitObject
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where TObject : ManiaHitObject
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{
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public new readonly TObject HitObject;
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protected override void UpdateInitialTransforms() => this.FadeIn();
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protected DrawableManiaHitObject(TObject hitObject)
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: base(hitObject)
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protected override void UpdateStateTransforms(ArmedState state)
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{
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HitObject = hitObject;
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}
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protected override bool UseTransformStateManagement => false;
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protected override void UpdateState(ArmedState state)
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{
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// TODO: update to use new state management.
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switch (state)
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{
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case ArmedState.Miss:
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@ -75,4 +62,16 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
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}
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}
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}
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public abstract class DrawableManiaHitObject<TObject> : DrawableManiaHitObject
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where TObject : ManiaHitObject
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{
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public new readonly TObject HitObject;
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protected DrawableManiaHitObject(TObject hitObject)
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: base(hitObject)
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{
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HitObject = hitObject;
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}
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}
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}
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