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Apply same fix to DrawableStoryboardAnimation
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@ -94,25 +94,19 @@ namespace osu.Game.Storyboards.Drawables
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[Resolved]
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private IBeatSyncProvider beatSyncProvider { get; set; }
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[Resolved]
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private TextureStore textureStore { get; set; }
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[BackgroundDependencyLoader]
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private void load(TextureStore textureStore, Storyboard storyboard)
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private void load(Storyboard storyboard)
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{
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int frameIndex = 0;
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Texture frameTexture = textureStore.Get(getFramePath(frameIndex));
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if (frameTexture != null)
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if (storyboard.UseSkinSprites)
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{
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// sourcing from storyboard.
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for (frameIndex = 0; frameIndex < Animation.FrameCount; frameIndex++)
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AddFrame(textureStore.Get(getFramePath(frameIndex)), Animation.FrameDelay);
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}
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else if (storyboard.UseSkinSprites)
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{
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// fallback to skin if required.
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skin.SourceChanged += skinSourceChanged;
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skinSourceChanged();
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}
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else
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addFramesFromStoryboardSource();
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Animation.ApplyTransforms(this);
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}
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@ -135,11 +129,28 @@ namespace osu.Game.Storyboards.Drawables
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// When reading from a skin, we match stables weird behaviour where `FrameCount` is ignored
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// and resources are retrieved until the end of the animation.
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foreach (var texture in skin.GetTextures(Path.GetFileNameWithoutExtension(Animation.Path)!, default, default, true, string.Empty, out _))
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AddFrame(texture, Animation.FrameDelay);
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var skinTextures = skin.GetTextures(Path.GetFileNameWithoutExtension(Animation.Path)!, default, default, true, string.Empty, out _);
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if (skinTextures.Length > 0)
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{
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foreach (var texture in skinTextures)
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AddFrame(texture, Animation.FrameDelay);
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}
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else
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{
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addFramesFromStoryboardSource();
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}
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}
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private string getFramePath(int i) => Animation.Path.Replace(".", $"{i}.");
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private void addFramesFromStoryboardSource()
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{
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int frameIndex;
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// sourcing from storyboard.
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for (frameIndex = 0; frameIndex < Animation.FrameCount; frameIndex++)
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AddFrame(textureStore.Get(getFramePath(frameIndex)), Animation.FrameDelay);
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string getFramePath(int i) => Animation.Path.Replace(".", $"{i}.");
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}
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protected override void Dispose(bool isDisposing)
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{
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@ -2,7 +2,6 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.ComponentModel;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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@ -78,9 +77,6 @@ namespace osu.Game.Storyboards.Drawables
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[Resolved]
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private ISkinSource skin { get; set; } = null!;
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[Resolved]
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private Storyboard storyboard { get; set; } = null!;
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[Resolved]
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private TextureStore textureStore { get; set; } = null!;
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@ -95,7 +91,7 @@ namespace osu.Game.Storyboards.Drawables
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}
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[BackgroundDependencyLoader]
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private void load()
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private void load(Storyboard storyboard)
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{
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if (storyboard.UseSkinSprites)
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{
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