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mirror of https://github.com/ppy/osu.git synced 2024-11-11 09:27:29 +08:00

Refactor osu!taiko circle piece logic to read better

This commit is contained in:
Salman Ahmed 2023-10-19 14:02:46 +03:00
parent 491f119988
commit ab3b51e4a0

View File

@ -26,7 +26,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
private static readonly Vector2 max_circle_sprite_size = new Vector2(160);
private Drawable backgroundLayer = null!;
private Drawable? foregroundLayer;
private TextureAnimation? foregroundLayer;
private Bindable<int> currentCombo { get; } = new BindableInt();
@ -48,40 +48,44 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
[BackgroundDependencyLoader]
private void load(ISkinSource skin, DrawableHitObject drawableHitObject, IBeatSyncProvider? beatSyncProvider)
{
Drawable? getDrawableFor(string lookup)
Drawable? getDrawableFor(string lookup, bool animatable)
{
const string normal_hit = "taikohit";
const string big_hit = "taikobig";
string prefix = ((drawableHitObject.HitObject as TaikoStrongableHitObject)?.IsStrong ?? false) ? big_hit : normal_hit;
return skin.GetAnimation($"{prefix}{lookup}", true, false, maxSize: max_circle_sprite_size) ??
return skin.GetAnimation($"{prefix}{lookup}", animatable, false, maxSize: max_circle_sprite_size) ??
// fallback to regular size if "big" version doesn't exist.
skin.GetAnimation($"{normal_hit}{lookup}", true, false, maxSize: max_circle_sprite_size);
skin.GetAnimation($"{normal_hit}{lookup}", animatable, false, maxSize: max_circle_sprite_size);
}
// backgroundLayer is guaranteed to exist due to the pre-check in TaikoLegacySkinTransformer.
AddInternal(backgroundLayer = new LegacyKiaiFlashingDrawable(() => getDrawableFor("circle")));
AddInternal(backgroundLayer = new LegacyKiaiFlashingDrawable(() => getDrawableFor("circle", false))
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre
});
foregroundLayer = (TextureAnimation?)getDrawableFor("circleoverlay", true);
foregroundLayer = getDrawableFor("circleoverlay");
if (foregroundLayer != null)
{
foregroundLayer.Anchor = Anchor.Centre;
foregroundLayer.Origin = Anchor.Centre;
// 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.
foregroundLayer.Stop();
AddInternal(foregroundLayer);
}
drawableHitObject.StartTimeBindable.BindValueChanged(startTime =>
{
timingPoint = beatSyncProvider?.ControlPoints?.TimingPointAt(startTime.NewValue) ?? TimingControlPoint.DEFAULT;
}, true);
// 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.
foreach (var c in InternalChildren)
{
(c as IFramedAnimation)?.Stop();
c.Anchor = Anchor.Centre;
c.Origin = Anchor.Centre;
}
if (gameplayState != null)
currentCombo.BindTo(gameplayState.ScoreProcessor.Combo);
}
@ -101,12 +105,14 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
foreach (var c in InternalChildren)
c.Scale = new Vector2(DrawHeight / circle_piece_size.Y);
if (foregroundLayer is IFramedAnimation animatableForegroundLayer)
animateForegroundLayer(animatableForegroundLayer);
animateForegroundLayer();
}
private void animateForegroundLayer(IFramedAnimation animatableForegroundLayer)
private void animateForegroundLayer()
{
if (foregroundLayer == null)
return;
int multiplier;
if (currentCombo.Value >= 150)
@ -119,12 +125,12 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
}
else
{
animatableForegroundLayer.GotoFrame(0);
foregroundLayer.GotoFrame(0);
return;
}
animationFrame = Math.Abs(Time.Current - timingPoint.Time) % ((timingPoint.BeatLength * 2) / multiplier) >= timingPoint.BeatLength / multiplier ? 0 : 1;
animatableForegroundLayer.GotoFrame(animationFrame);
foregroundLayer.GotoFrame(animationFrame);
}
private Color4 accentColour;