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Implement transitions into and from clear state
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parent
0d917ca339
commit
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@ -6,6 +6,8 @@ using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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@ -50,6 +52,31 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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AddStep("fail state", () => SetContents(() => new TaikoMascotAnimation(TaikoMascotAnimationState.Fail)));
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}
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[Test]
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public void TestClearStateTransition()
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{
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AddStep("set beatmap", () => setBeatmap());
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// the bindables need to be independent for each content cell to prevent interference,
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// as if some of the skins don't implement the animation they'll immediately revert to the previous state from the clear state.
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var states = new List<Bindable<TaikoMascotAnimationState>>();
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AddStep("create mascot", () => SetContents(() =>
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{
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var state = new Bindable<TaikoMascotAnimationState>(TaikoMascotAnimationState.Clear);
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states.Add(state);
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return new DrawableTaikoMascot { State = { BindTarget = state } };
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}));
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AddStep("set clear state", () => states.ForEach(state => state.Value = TaikoMascotAnimationState.Clear));
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AddStep("miss", () => mascots.ForEach(mascot => mascot.OnNewResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Miss })));
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AddAssert("skins with animations remain in clear state", () => mascots.Any(mascot => mascot.State.Value == TaikoMascotAnimationState.Clear));
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AddUntilStep("state reverts to fail", () => someMascotsIn(TaikoMascotAnimationState.Fail));
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AddStep("set clear state again", () => states.ForEach(state => state.Value = TaikoMascotAnimationState.Clear));
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AddAssert("skins with animations change to clear", () => someMascotsIn(TaikoMascotAnimationState.Clear));
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}
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[Test]
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public void TestPlayfield()
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{
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@ -65,13 +92,13 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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});
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AddStep("miss result for normal hit", () => addJudgement(HitResult.Miss, new TaikoJudgement()));
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AddUntilStep("state is fail", () => assertState(TaikoMascotAnimationState.Fail));
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AddUntilStep("state is fail", () => allMascotsIn(TaikoMascotAnimationState.Fail));
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AddStep("great result for normal hit", () => addJudgement(HitResult.Great, new TaikoJudgement()));
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AddUntilStep("state is idle", () => assertState(TaikoMascotAnimationState.Idle));
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AddUntilStep("state is idle", () => allMascotsIn(TaikoMascotAnimationState.Idle));
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AddStep("miss result for strong hit", () => addJudgement(HitResult.Miss, new TaikoStrongJudgement()));
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AddAssert("state remains idle", () => assertState(TaikoMascotAnimationState.Idle));
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AddAssert("state remains idle", () => allMascotsIn(TaikoMascotAnimationState.Idle));
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}
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[Test]
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@ -92,10 +119,10 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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});
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});
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AddUntilStep("state is fail", () => assertState(TaikoMascotAnimationState.Fail));
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AddUntilStep("state is fail", () => allMascotsIn(TaikoMascotAnimationState.Fail));
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AddStep("great result for normal hit", () => addJudgement(HitResult.Great, new TaikoJudgement()));
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AddUntilStep("state is kiai", () => assertState(TaikoMascotAnimationState.Kiai));
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AddUntilStep("state is kiai", () => allMascotsIn(TaikoMascotAnimationState.Kiai));
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}
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private void setBeatmap(bool kiai = false)
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@ -135,6 +162,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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}
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}
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private bool assertState(TaikoMascotAnimationState state) => mascots.All(d => d.State.Value == state);
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private bool allMascotsIn(TaikoMascotAnimationState state) => mascots.All(d => d.State.Value == state);
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private bool someMascotsIn(TaikoMascotAnimationState state) => mascots.Any(d => d.State.Value == state);
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}
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}
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@ -21,7 +21,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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private readonly Bindable<TaikoMascotAnimationState> state;
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private readonly Dictionary<TaikoMascotAnimationState, TaikoMascotAnimation> animations;
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private Drawable currentAnimation;
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private TaikoMascotAnimation currentAnimation;
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private bool lastHitMissed;
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private bool kiaiMode;
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@ -44,8 +44,6 @@ namespace osu.Game.Rulesets.Taiko.UI
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animations[TaikoMascotAnimationState.Kiai] = new TaikoMascotAnimation(TaikoMascotAnimationState.Kiai),
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animations[TaikoMascotAnimationState.Fail] = new TaikoMascotAnimation(TaikoMascotAnimationState.Fail),
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};
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updateState();
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}
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protected override void LoadComplete()
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@ -53,28 +51,32 @@ namespace osu.Game.Rulesets.Taiko.UI
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base.LoadComplete();
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animations.Values.ForEach(animation => animation.Hide());
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State.BindValueChanged(mascotStateChanged, true);
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state.BindValueChanged(mascotStateChanged, true);
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}
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public void OnNewResult(JudgementResult result)
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{
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lastHitMissed = result.Type == HitResult.Miss && result.Judgement.AffectsCombo;
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updateState();
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}
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
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{
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kiaiMode = effectPoint.KiaiMode;
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updateState();
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}
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private void updateState()
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protected override void Update()
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{
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base.Update();
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state.Value = getNextState();
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}
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private TaikoMascotAnimationState getNextState()
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{
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// don't change state if current animation is playing
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// (used for clear state - others are manually animated on new beats)
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if (currentAnimation != null && !currentAnimation.Completed)
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return state.Value;
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if (lastHitMissed)
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return TaikoMascotAnimationState.Fail;
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@ -29,6 +29,15 @@ namespace osu.Game.Rulesets.Taiko.UI
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RelativeSizeAxes = Axes.Both;
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Origin = Anchor = Anchor.BottomLeft;
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AlwaysPresent = true;
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}
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public bool Completed => !textureAnimation.IsPlaying || textureAnimation.PlaybackPosition >= textureAnimation.Duration;
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public override void Show()
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{
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base.Show();
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textureAnimation.Seek(0);
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}
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
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@ -93,6 +102,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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public ClearMascotTextureAnimation()
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{
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DefaultFrameLength = clear_animation_speed;
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Loop = false;
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}
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[BackgroundDependencyLoader]
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