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Fix formatting
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dbf39be607
commit
ac44185f09
@ -41,7 +41,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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RelativeSizeAxes = Axes.Both;
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PlayfieldState = new Bindable<TaikoMascotAnimationState>();
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PlayfieldState.BindValueChanged((b) =>
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PlayfieldState.BindValueChanged(b =>
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{
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if (lastEffectControlPoint != null)
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State = getFinalAnimationState(lastEffectControlPoint, b.NewValue);
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@ -50,14 +50,17 @@ namespace osu.Game.Rulesets.Taiko.UI
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State = startingState;
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}
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private TaikoMascotTextureAnimation getStateDrawable(TaikoMascotAnimationState state) => state switch
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private TaikoMascotTextureAnimation getStateDrawable(TaikoMascotAnimationState state)
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{
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TaikoMascotAnimationState.Idle => idleDrawable,
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TaikoMascotAnimationState.Clear => clearDrawable,
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TaikoMascotAnimationState.Kiai => kiaiDrawable,
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TaikoMascotAnimationState.Fail => failDrawable,
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_ => null
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};
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return state switch
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{
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TaikoMascotAnimationState.Idle => idleDrawable,
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TaikoMascotAnimationState.Clear => clearDrawable,
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TaikoMascotAnimationState.Kiai => kiaiDrawable,
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TaikoMascotAnimationState.Fail => failDrawable,
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_ => null
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};
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}
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private TaikoMascotAnimationState getFinalAnimationState(EffectControlPoint effectPoint, TaikoMascotAnimationState playfieldState)
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{
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@ -9,7 +9,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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public sealed class TaikoMascotTextureAnimation : TextureAnimation
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{
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private const float clear_animation_speed = 1000 / 10F;
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private static readonly int[] clear_animation_sequence = new[] { 0, 1, 2, 3, 4, 5, 6, 5, 6, 5, 4, 3, 2, 1, 0 };
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private static readonly int[] clear_animation_sequence = { 0, 1, 2, 3, 4, 5, 6, 5, 6, 5, 4, 3, 2, 1, 0 };
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private int currentFrame;
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public TaikoMascotAnimationState State { get; }
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@ -76,13 +76,16 @@ namespace osu.Game.Rulesets.Taiko.UI
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private string _getStateTextureName(int i) => $"pippidon{_getStateString(State)}{i}";
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private string _getStateString(TaikoMascotAnimationState state) => state switch
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private string _getStateString(TaikoMascotAnimationState state)
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{
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TaikoMascotAnimationState.Clear => "clear",
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TaikoMascotAnimationState.Fail => "fail",
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TaikoMascotAnimationState.Idle => "idle",
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TaikoMascotAnimationState.Kiai => "kiai",
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_ => null
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};
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return state switch
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{
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TaikoMascotAnimationState.Clear => "clear",
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TaikoMascotAnimationState.Fail => "fail",
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TaikoMascotAnimationState.Idle => "idle",
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TaikoMascotAnimationState.Kiai => "kiai",
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_ => null
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};
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}
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}
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}
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