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