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Implement transitions into and from clear state

This commit is contained in:
Bartłomiej Dach 2020-04-30 00:14:27 +02:00
parent 0d917ca339
commit b0e97793b6
3 changed files with 53 additions and 13 deletions

View File

@ -6,6 +6,8 @@ using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
@ -50,6 +52,31 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
AddStep("fail state", () => SetContents(() => new TaikoMascotAnimation(TaikoMascotAnimationState.Fail)));
}
[Test]
public void TestClearStateTransition()
{
AddStep("set beatmap", () => setBeatmap());
// the bindables need to be independent for each content cell to prevent interference,
// as if some of the skins don't implement the animation they'll immediately revert to the previous state from the clear state.
var states = new List<Bindable<TaikoMascotAnimationState>>();
AddStep("create mascot", () => SetContents(() =>
{
var state = new Bindable<TaikoMascotAnimationState>(TaikoMascotAnimationState.Clear);
states.Add(state);
return new DrawableTaikoMascot { State = { BindTarget = state } };
}));
AddStep("set clear state", () => states.ForEach(state => state.Value = TaikoMascotAnimationState.Clear));
AddStep("miss", () => mascots.ForEach(mascot => mascot.OnNewResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Miss })));
AddAssert("skins with animations remain in clear state", () => mascots.Any(mascot => mascot.State.Value == TaikoMascotAnimationState.Clear));
AddUntilStep("state reverts to fail", () => someMascotsIn(TaikoMascotAnimationState.Fail));
AddStep("set clear state again", () => states.ForEach(state => state.Value = TaikoMascotAnimationState.Clear));
AddAssert("skins with animations change to clear", () => someMascotsIn(TaikoMascotAnimationState.Clear));
}
[Test]
public void TestPlayfield()
{
@ -65,13 +92,13 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
});
AddStep("miss result for normal hit", () => addJudgement(HitResult.Miss, new TaikoJudgement()));
AddUntilStep("state is fail", () => assertState(TaikoMascotAnimationState.Fail));
AddUntilStep("state is fail", () => allMascotsIn(TaikoMascotAnimationState.Fail));
AddStep("great result for normal hit", () => addJudgement(HitResult.Great, new TaikoJudgement()));
AddUntilStep("state is idle", () => assertState(TaikoMascotAnimationState.Idle));
AddUntilStep("state is idle", () => allMascotsIn(TaikoMascotAnimationState.Idle));
AddStep("miss result for strong hit", () => addJudgement(HitResult.Miss, new TaikoStrongJudgement()));
AddAssert("state remains idle", () => assertState(TaikoMascotAnimationState.Idle));
AddAssert("state remains idle", () => allMascotsIn(TaikoMascotAnimationState.Idle));
}
[Test]
@ -92,10 +119,10 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
});
});
AddUntilStep("state is fail", () => assertState(TaikoMascotAnimationState.Fail));
AddUntilStep("state is fail", () => allMascotsIn(TaikoMascotAnimationState.Fail));
AddStep("great result for normal hit", () => addJudgement(HitResult.Great, new TaikoJudgement()));
AddUntilStep("state is kiai", () => assertState(TaikoMascotAnimationState.Kiai));
AddUntilStep("state is kiai", () => allMascotsIn(TaikoMascotAnimationState.Kiai));
}
private void setBeatmap(bool kiai = false)
@ -135,6 +162,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
}
}
private bool assertState(TaikoMascotAnimationState state) => mascots.All(d => d.State.Value == state);
private bool allMascotsIn(TaikoMascotAnimationState state) => mascots.All(d => d.State.Value == state);
private bool someMascotsIn(TaikoMascotAnimationState state) => mascots.Any(d => d.State.Value == state);
}
}

View File

@ -21,7 +21,7 @@ namespace osu.Game.Rulesets.Taiko.UI
private readonly Bindable<TaikoMascotAnimationState> state;
private readonly Dictionary<TaikoMascotAnimationState, TaikoMascotAnimation> animations;
private Drawable currentAnimation;
private TaikoMascotAnimation currentAnimation;
private bool lastHitMissed;
private bool kiaiMode;
@ -44,8 +44,6 @@ namespace osu.Game.Rulesets.Taiko.UI
animations[TaikoMascotAnimationState.Kiai] = new TaikoMascotAnimation(TaikoMascotAnimationState.Kiai),
animations[TaikoMascotAnimationState.Fail] = new TaikoMascotAnimation(TaikoMascotAnimationState.Fail),
};
updateState();
}
protected override void LoadComplete()
@ -53,28 +51,32 @@ namespace osu.Game.Rulesets.Taiko.UI
base.LoadComplete();
animations.Values.ForEach(animation => animation.Hide());
State.BindValueChanged(mascotStateChanged, true);
state.BindValueChanged(mascotStateChanged, true);
}
public void OnNewResult(JudgementResult result)
{
lastHitMissed = result.Type == HitResult.Miss && result.Judgement.AffectsCombo;
updateState();
}
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
{
kiaiMode = effectPoint.KiaiMode;
updateState();
}
private void updateState()
protected override void Update()
{
base.Update();
state.Value = getNextState();
}
private TaikoMascotAnimationState getNextState()
{
// don't change state if current animation is playing
// (used for clear state - others are manually animated on new beats)
if (currentAnimation != null && !currentAnimation.Completed)
return state.Value;
if (lastHitMissed)
return TaikoMascotAnimationState.Fail;

View File

@ -29,6 +29,15 @@ namespace osu.Game.Rulesets.Taiko.UI
RelativeSizeAxes = Axes.Both;
Origin = Anchor = Anchor.BottomLeft;
AlwaysPresent = true;
}
public bool Completed => !textureAnimation.IsPlaying || textureAnimation.PlaybackPosition >= textureAnimation.Duration;
public override void Show()
{
base.Show();
textureAnimation.Seek(0);
}
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
@ -93,6 +102,7 @@ namespace osu.Game.Rulesets.Taiko.UI
public ClearMascotTextureAnimation()
{
DefaultFrameLength = clear_animation_speed;
Loop = false;
}
[BackgroundDependencyLoader]