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Merge pull request #20819 from Joppe27/taiko-kiai-flashing

Implement taiko hitobject kiai flashing
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Dean Herbert 2022-10-24 15:31:13 +09:00 committed by GitHub
commit 995216cced
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8 changed files with 87 additions and 13 deletions

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@ -68,7 +68,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
InternalChildren = new[]
{
CircleSprite = new KiaiFlashingDrawable(() => new Sprite { Texture = skin.GetTexture(circleName) })
CircleSprite = new LegacyKiaiFlashingDrawable(() => new Sprite { Texture = skin.GetTexture(circleName) })
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
@ -77,7 +77,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Child = OverlaySprite = new KiaiFlashingDrawable(() => skin.GetAnimation(@$"{circleName}overlay", true, true, frameLength: 1000 / 2d))
Child = OverlaySprite = new LegacyKiaiFlashingDrawable(() => skin.GetAnimation(@$"{circleName}overlay", true, true, frameLength: 1000 / 2d))
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,

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@ -25,8 +25,8 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
TimeRange = { Value = 5000 },
};
[BackgroundDependencyLoader]
private void load()
[Test]
public void DrumrollTest()
{
AddStep("Drum roll", () => SetContents(_ =>
{

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@ -0,0 +1,30 @@
// 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.
using NUnit.Framework;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Beatmaps;
namespace osu.Game.Rulesets.Taiko.Tests.Skinning
{
[TestFixture]
public class TestSceneDrawableDrumRollKiai : TestSceneDrawableDrumRoll
{
[SetUp]
public void SetUp() => Schedule(() =>
{
var controlPointInfo = new ControlPointInfo();
controlPointInfo.Add(0, new TimingControlPoint { BeatLength = 500 });
controlPointInfo.Add(0, new EffectControlPoint { KiaiMode = true });
Beatmap.Value = CreateWorkingBeatmap(new Beatmap
{
ControlPointInfo = controlPointInfo
});
// track needs to be playing for BeatSyncedContainer to work.
Beatmap.Value.Track.Start();
});
}
}

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@ -4,7 +4,6 @@
#nullable disable
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
@ -16,8 +15,8 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
[TestFixture]
public class TestSceneDrawableHit : TaikoSkinnableTestScene
{
[BackgroundDependencyLoader]
private void load()
[Test]
public void TestHits()
{
AddStep("Centre hit", () => SetContents(_ => new DrawableHit(createHitAtCurrentTime())
{

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@ -0,0 +1,30 @@
// 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.
using NUnit.Framework;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
namespace osu.Game.Rulesets.Taiko.Tests.Skinning
{
[TestFixture]
public class TestSceneDrawableHitKiai : TestSceneDrawableHit
{
[SetUp]
public void SetUp() => Schedule(() =>
{
var controlPointInfo = new ControlPointInfo();
controlPointInfo.Add(0, new TimingControlPoint { BeatLength = 500 });
controlPointInfo.Add(0, new EffectControlPoint { KiaiMode = true });
Beatmap.Value = CreateWorkingBeatmap(new Beatmap
{
ControlPointInfo = controlPointInfo
});
// track needs to be playing for BeatSyncedContainer to work.
Beatmap.Value.Track.Start();
});
}
}

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@ -3,6 +3,7 @@
#nullable disable
using osu.Framework.Allocation;
using osu.Framework.Audio.Track;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
@ -13,6 +14,7 @@ using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Graphics;
using osu.Game.Graphics.Backgrounds;
using osu.Game.Graphics.Containers;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Objects;
using osuTK.Graphics;
@ -32,6 +34,8 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Default
private const double pre_beat_transition_time = 80;
private const float flash_opacity = 0.3f;
private Color4 accentColour;
/// <summary>
@ -152,11 +156,22 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Default
};
}
[Resolved]
private DrawableHitObject drawableHitObject { get; set; }
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
{
if (!effectPoint.KiaiMode)
return;
if (drawableHitObject.State.Value == ArmedState.Idle)
{
FlashBox
.FadeTo(flash_opacity)
.Then()
.FadeOut(timingPoint.BeatLength * 0.75, Easing.OutSine);
}
if (beatIndex % timingPoint.TimeSignature.Numerator != 0)
return;

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@ -45,7 +45,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
}
// backgroundLayer is guaranteed to exist due to the pre-check in TaikoLegacySkinTransformer.
AddInternal(backgroundLayer = getDrawableFor("circle"));
AddInternal(backgroundLayer = new LegacyKiaiFlashingDrawable(() => getDrawableFor("circle")));
var foregroundLayer = getDrawableFor("circleoverlay");
if (foregroundLayer != null)

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@ -7,15 +7,15 @@ using osu.Framework.Graphics;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Graphics.Containers;
namespace osu.Game.Rulesets.Osu.Skinning.Legacy
namespace osu.Game.Skinning
{
internal class KiaiFlashingDrawable : BeatSyncedContainer
public class LegacyKiaiFlashingDrawable : BeatSyncedContainer
{
private readonly Drawable flashingDrawable;
private const float flash_opacity = 0.3f;
private const float flash_opacity = 0.55f;
public KiaiFlashingDrawable(Func<Drawable?> creationFunc)
public LegacyKiaiFlashingDrawable(Func<Drawable?> creationFunc)
{
AutoSizeAxes = Axes.Both;
@ -44,7 +44,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
flashingDrawable
.FadeTo(flash_opacity)
.Then()
.FadeOut(timingPoint.BeatLength * 0.75f);
.FadeOut(Math.Max(80, timingPoint.BeatLength - 80), Easing.OutSine);
}
}
}