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mirror of https://github.com/ppy/osu.git synced 2024-11-11 11:07:52 +08:00

Combine FollowCircle and TickFollowCircle classes

This commit is contained in:
Alden Wu 2022-07-21 19:46:46 -07:00
parent 726042d9ec
commit c2c2c505a4
4 changed files with 58 additions and 86 deletions

View File

@ -56,5 +56,18 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
this.ScaleTo(1, duration, Easing.OutQuint)
.FadeOut(duration / 2, Easing.OutQuint);
}
protected override void OnSliderTick()
{
// TODO: Follow circle should bounce on each slider tick.
// TEMP DUMMY ANIMS
this.ScaleTo(DrawableSliderBall.FOLLOW_AREA * 1.1f)
.ScaleTo(DrawableSliderBall.FOLLOW_AREA, 175f);
}
protected override void OnSliderBreak()
{
}
}
}

View File

@ -58,21 +58,45 @@ namespace osu.Game.Rulesets.Osu.Skinning
private void updateStateTransforms(DrawableHitObject drawableObject, ArmedState state)
{
if (drawableObject is not DrawableSliderTail)
return;
Debug.Assert(ParentObject != null);
// Use ParentObject instead of drawableObject because slider tail hit state update time
// is ~36ms before the actual slider end (aka slider tail leniency)
using (BeginAbsoluteSequence(ParentObject.HitStateUpdateTime))
switch (state)
{
switch (state)
{
case ArmedState.Hit:
OnSliderEnd();
break;
}
case ArmedState.Hit:
switch (drawableObject)
{
case DrawableSliderTail:
// Use ParentObject instead of drawableObject because slider tail's
// HitStateUpdateTime is ~36ms before the actual slider end (aka slider
// tail leniency)
using (BeginAbsoluteSequence(ParentObject.HitStateUpdateTime))
OnSliderEnd();
break;
case DrawableSliderTick:
case DrawableSliderRepeat:
using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime))
OnSliderTick();
break;
}
break;
case ArmedState.Miss:
switch (drawableObject)
{
case DrawableSliderTail:
case DrawableSliderTick:
case DrawableSliderRepeat:
// Despite above comment, ok to use drawableObject.HitStateUpdateTime
// here, since on stable, the break anim plays right when the tail is
// missed, not when the slider ends
using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime))
OnSliderBreak();
break;
}
break;
}
}
@ -92,5 +116,9 @@ namespace osu.Game.Rulesets.Osu.Skinning
protected abstract void OnSliderRelease();
protected abstract void OnSliderEnd();
protected abstract void OnSliderTick();
protected abstract void OnSliderBreak();
}
}

View File

@ -7,7 +7,7 @@ using osu.Framework.Graphics;
namespace osu.Game.Rulesets.Osu.Skinning.Legacy
{
public class LegacyFollowCircle : TickFollowCircle
public class LegacyFollowCircle : FollowCircle
{
public LegacyFollowCircle(Drawable animationContent)
{
@ -32,6 +32,10 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
.FadeTo(0).FadeTo(1f, Math.Min(60f, remainingTime));
}
protected override void OnSliderRelease()
{
}
protected override void OnSliderEnd()
{
this.ScaleTo(1.6f, 200, Easing.Out)

View File

@ -1,73 +0,0 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables;
namespace osu.Game.Rulesets.Osu.Skinning
{
public abstract class TickFollowCircle : FollowCircle
{
protected override void LoadComplete()
{
base.LoadComplete();
if (ParentObject != null)
ParentObject.ApplyCustomUpdateState += updateStateTransforms;
}
private void updateStateTransforms(DrawableHitObject drawableObject, ArmedState state)
{
// Fine to use drawableObject.HitStateUpdateTime even for DrawableSliderTail, since on
// stable, the break anim plays right when the tail is missed, not when the slider ends
using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime))
{
switch (state)
{
case ArmedState.Hit:
switch (drawableObject)
{
case DrawableSliderTick:
case DrawableSliderRepeat:
OnSliderTick();
break;
}
break;
case ArmedState.Miss:
switch (drawableObject)
{
case DrawableSliderTail:
case DrawableSliderTick:
case DrawableSliderRepeat:
OnSliderBreak();
break;
}
break;
}
}
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (ParentObject != null)
ParentObject.ApplyCustomUpdateState -= updateStateTransforms;
}
/// <summary>
/// Sealed empty intentionally. Override <see cref="OnSliderBreak" /> instead, since
/// animations should only play on slider ticks.
/// </summary>
protected sealed override void OnSliderRelease()
{
}
protected abstract void OnSliderTick();
protected abstract void OnSliderBreak();
}
}