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Merge pull request #8857 from Craftplacer/taiko-don
Add taiko mascot display for legacy skins
This commit is contained in:
commit
c85ebbc8a2
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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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.Collections.Generic;
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using System.Linq;
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using Humanizer;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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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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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Judgements;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Scoring;
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using osu.Game.Rulesets.Taiko.UI;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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{
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[TestFixture]
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public class TestSceneDrawableTaikoMascot : TaikoSkinnableTestScene
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{
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public override IReadOnlyList<Type> RequiredTypes => base.RequiredTypes.Concat(new[]
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{
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typeof(DrawableTaikoMascot),
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typeof(TaikoMascotAnimation)
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}).ToList();
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[Cached(typeof(IScrollingInfo))]
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private ScrollingTestContainer.TestScrollingInfo info = new ScrollingTestContainer.TestScrollingInfo
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{
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Direction = { Value = ScrollingDirection.Left },
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TimeRange = { Value = 5000 },
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};
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private TaikoScoreProcessor scoreProcessor;
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private IEnumerable<DrawableTaikoMascot> mascots => this.ChildrenOfType<DrawableTaikoMascot>();
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private IEnumerable<TaikoPlayfield> playfields => this.ChildrenOfType<TaikoPlayfield>();
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[SetUp]
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public void SetUp()
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{
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scoreProcessor = new TaikoScoreProcessor();
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}
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[Test]
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public void TestStateAnimations()
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{
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AddStep("set beatmap", () => setBeatmap());
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AddStep("clear state", () => SetContents(() => new TaikoMascotAnimation(TaikoMascotAnimationState.Clear)));
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AddStep("idle state", () => SetContents(() => new TaikoMascotAnimation(TaikoMascotAnimationState.Idle)));
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AddStep("kiai state", () => SetContents(() => new TaikoMascotAnimation(TaikoMascotAnimationState.Kiai)));
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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 TestInitialState()
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{
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AddStep("create mascot", () => SetContents(() => new DrawableTaikoMascot { RelativeSizeAxes = Axes.Both }));
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AddAssert("mascot initially idle", () => allMascotsIn(TaikoMascotAnimationState.Idle));
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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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AddStep("create mascot", () => SetContents(() => new DrawableTaikoMascot { RelativeSizeAxes = Axes.Both }));
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AddStep("set clear state", () => mascots.ForEach(mascot => mascot.State.Value = TaikoMascotAnimationState.Clear));
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AddStep("miss", () => mascots.ForEach(mascot => mascot.LastResult.Value = new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Miss }));
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AddAssert("skins with animations remain in clear state", () => someMascotsIn(TaikoMascotAnimationState.Clear));
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AddUntilStep("state reverts to fail", () => allMascotsIn(TaikoMascotAnimationState.Fail));
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AddStep("set clear state again", () => mascots.ForEach(mascot => mascot.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 TestIdleState()
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{
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AddStep("set beatmap", () => setBeatmap());
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createDrawableRuleset();
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Idle);
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assertStateAfterResult(new JudgementResult(new StrongHitObject(), new TaikoStrongJudgement()) { Type = HitResult.Miss }, TaikoMascotAnimationState.Idle);
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}
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[Test]
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public void TestKiaiState()
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{
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AddStep("set beatmap", () => setBeatmap(true));
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createDrawableRuleset();
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Good }, TaikoMascotAnimationState.Kiai);
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoStrongJudgement()) { Type = HitResult.Miss }, TaikoMascotAnimationState.Kiai);
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Miss }, TaikoMascotAnimationState.Fail);
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}
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[Test]
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public void TestMissState()
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{
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AddStep("set beatmap", () => setBeatmap());
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createDrawableRuleset();
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Idle);
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Miss }, TaikoMascotAnimationState.Fail);
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assertStateAfterResult(new JudgementResult(new DrumRoll(), new TaikoDrumRollJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Fail);
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Good }, TaikoMascotAnimationState.Idle);
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}
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[TestCase(true)]
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[TestCase(false)]
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public void TestClearStateOnComboMilestone(bool kiai)
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{
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AddStep("set beatmap", () => setBeatmap(kiai));
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createDrawableRuleset();
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AddRepeatStep("reach 49 combo", () => applyNewResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }), 49);
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assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Good }, TaikoMascotAnimationState.Clear);
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}
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[TestCase(true, TaikoMascotAnimationState.Kiai)]
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[TestCase(false, TaikoMascotAnimationState.Idle)]
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public void TestClearStateOnClearedSwell(bool kiai, TaikoMascotAnimationState expectedStateAfterClear)
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{
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AddStep("set beatmap", () => setBeatmap(kiai));
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createDrawableRuleset();
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assertStateAfterResult(new JudgementResult(new Swell(), new TaikoSwellJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Clear);
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AddUntilStep($"state reverts to {expectedStateAfterClear.ToString().ToLower()}", () => allMascotsIn(expectedStateAfterClear));
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}
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private void setBeatmap(bool kiai = false)
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{
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var controlPointInfo = new ControlPointInfo();
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controlPointInfo.Add(0, new TimingControlPoint { BeatLength = 90 });
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if (kiai)
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controlPointInfo.Add(0, new EffectControlPoint { KiaiMode = true });
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Beatmap.Value = CreateWorkingBeatmap(new Beatmap
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{
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HitObjects = new List<HitObject> { new Hit { Type = HitType.Centre } },
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BeatmapInfo = new BeatmapInfo
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{
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BaseDifficulty = new BeatmapDifficulty(),
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Metadata = new BeatmapMetadata
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{
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Artist = "Unknown",
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Title = "Sample Beatmap",
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AuthorString = "Craftplacer",
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},
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Ruleset = new TaikoRuleset().RulesetInfo
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},
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ControlPointInfo = controlPointInfo
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});
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scoreProcessor.ApplyBeatmap(Beatmap.Value.Beatmap);
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}
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private void createDrawableRuleset()
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{
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AddUntilStep("wait for beatmap to be loaded", () => Beatmap.Value.Track.IsLoaded);
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AddStep("create drawable ruleset", () =>
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{
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Beatmap.Value.Track.Start();
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SetContents(() =>
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{
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var ruleset = new TaikoRuleset();
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return new DrawableTaikoRuleset(ruleset, Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
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});
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});
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}
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private void assertStateAfterResult(JudgementResult judgementResult, TaikoMascotAnimationState expectedState)
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{
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AddStep($"{judgementResult.Type.ToString().ToLower()} result for {judgementResult.Judgement.GetType().Name.Humanize(LetterCasing.LowerCase)}",
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() => applyNewResult(judgementResult));
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AddAssert($"state is {expectedState.ToString().ToLower()}", () => allMascotsIn(expectedState));
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}
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private void applyNewResult(JudgementResult judgementResult)
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{
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scoreProcessor.ApplyResult(judgementResult);
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foreach (var playfield in playfields)
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{
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var hit = new DrawableTestHit(new Hit(), judgementResult.Type);
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Add(hit);
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playfield.OnNewResult(hit, judgementResult);
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}
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foreach (var mascot in mascots)
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{
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mascot.LastResult.Value = judgementResult;
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}
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}
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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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@ -14,7 +14,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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{
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{
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public TestSceneTaikoScroller()
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public TestSceneTaikoScroller()
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{
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{
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AddStep("Load scroller", () => SetContents(() => new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.TaikoScroller), _ => Empty())));
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AddStep("Load scroller", () => SetContents(() => new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.Scroller), _ => Empty())));
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AddToggleStep("Toggle passing", passing => this.ChildrenOfType<LegacyTaikoScroller>().ForEach(s => s.LastResult.Value =
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AddToggleStep("Toggle passing", passing => this.ChildrenOfType<LegacyTaikoScroller>().ForEach(s => s.LastResult.Value =
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new JudgementResult(null, new Judgement()) { Type = passing ? HitResult.Perfect : HitResult.Miss }));
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new JudgementResult(null, new Judgement()) { Type = passing ? HitResult.Perfect : HitResult.Miss }));
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}
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}
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@ -8,6 +8,7 @@ using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Audio;
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using osu.Game.Audio;
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using osu.Game.Rulesets.Taiko.UI;
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using osu.Game.Skinning;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Taiko.Skinning
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namespace osu.Game.Rulesets.Taiko.Skinning
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@ -86,11 +87,17 @@ namespace osu.Game.Rulesets.Taiko.Skinning
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return null;
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return null;
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case TaikoSkinComponents.TaikoScroller:
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case TaikoSkinComponents.Scroller:
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if (GetTexture("taiko-slider") != null)
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if (GetTexture("taiko-slider") != null)
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return new LegacyTaikoScroller();
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return new LegacyTaikoScroller();
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return null;
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return null;
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case TaikoSkinComponents.Mascot:
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if (GetTexture("pippidonclear0") != null)
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return new DrawableTaikoMascot();
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return null;
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}
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}
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return source.GetDrawableComponent(component);
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return source.GetDrawableComponent(component);
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@ -18,6 +18,7 @@ namespace osu.Game.Rulesets.Taiko
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TaikoExplosionMiss,
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TaikoExplosionMiss,
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TaikoExplosionGood,
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TaikoExplosionGood,
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TaikoExplosionGreat,
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TaikoExplosionGreat,
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TaikoScroller
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Scroller,
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Mascot,
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}
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}
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}
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}
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123
osu.Game.Rulesets.Taiko/UI/DrawableTaikoMascot.cs
Normal file
123
osu.Game.Rulesets.Taiko/UI/DrawableTaikoMascot.cs
Normal file
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics.Containers;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Taiko.Judgements;
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using osu.Game.Screens.Play;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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public class DrawableTaikoMascot : BeatSyncedContainer
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{
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public readonly Bindable<TaikoMascotAnimationState> State;
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public readonly Bindable<JudgementResult> LastResult;
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private readonly Dictionary<TaikoMascotAnimationState, TaikoMascotAnimation> animations;
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private TaikoMascotAnimation currentAnimation;
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private bool lastObjectHit = true;
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private bool kiaiMode;
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public DrawableTaikoMascot(TaikoMascotAnimationState startingState = TaikoMascotAnimationState.Idle)
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{
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Origin = Anchor = Anchor.BottomLeft;
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State = new Bindable<TaikoMascotAnimationState>(startingState);
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LastResult = new Bindable<JudgementResult>();
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animations = new Dictionary<TaikoMascotAnimationState, TaikoMascotAnimation>();
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}
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[BackgroundDependencyLoader(true)]
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private void load(TextureStore textures, GameplayBeatmap gameplayBeatmap)
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{
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InternalChildren = new[]
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{
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animations[TaikoMascotAnimationState.Idle] = new TaikoMascotAnimation(TaikoMascotAnimationState.Idle),
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animations[TaikoMascotAnimationState.Clear] = new TaikoMascotAnimation(TaikoMascotAnimationState.Clear),
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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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if (gameplayBeatmap != null)
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((IBindable<JudgementResult>)LastResult).BindTo(gameplayBeatmap.LastJudgementResult);
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}
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protected override void LoadComplete()
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{
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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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LastResult.BindValueChanged(onNewResult);
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}
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||||||
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private void onNewResult(ValueChangedEvent<JudgementResult> resultChangedEvent)
|
||||||
|
{
|
||||||
|
var result = resultChangedEvent.NewValue;
|
||||||
|
if (result == null)
|
||||||
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return;
|
||||||
|
|
||||||
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// TODO: missing support for clear/fail state transition at end of beatmap gameplay
|
||||||
|
|
||||||
|
if (triggerComboClear(result) || triggerSwellClear(result))
|
||||||
|
{
|
||||||
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State.Value = TaikoMascotAnimationState.Clear;
|
||||||
|
// always consider a clear equivalent to a hit to avoid clear -> miss transitions
|
||||||
|
lastObjectHit = true;
|
||||||
|
}
|
||||||
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|
||||||
|
if (!result.Judgement.AffectsCombo)
|
||||||
|
return;
|
||||||
|
|
||||||
|
lastObjectHit = result.IsHit;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
|
||||||
|
{
|
||||||
|
kiaiMode = effectPoint.KiaiMode;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void Update()
|
||||||
|
{
|
||||||
|
base.Update();
|
||||||
|
State.Value = getNextState();
|
||||||
|
}
|
||||||
|
|
||||||
|
private TaikoMascotAnimationState getNextState()
|
||||||
|
{
|
||||||
|
// don't change state if current animation is still playing (and we haven't rewound before it).
|
||||||
|
// used for clear state - others are manually animated on new beats.
|
||||||
|
if (currentAnimation?.Completed == false && currentAnimation.DisplayTime <= Time.Current)
|
||||||
|
return State.Value;
|
||||||
|
|
||||||
|
if (!lastObjectHit)
|
||||||
|
return TaikoMascotAnimationState.Fail;
|
||||||
|
|
||||||
|
return kiaiMode ? TaikoMascotAnimationState.Kiai : TaikoMascotAnimationState.Idle;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void mascotStateChanged(ValueChangedEvent<TaikoMascotAnimationState> state)
|
||||||
|
{
|
||||||
|
currentAnimation?.Hide();
|
||||||
|
currentAnimation = animations[state.NewValue];
|
||||||
|
currentAnimation.Show();
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool triggerComboClear(JudgementResult judgementResult)
|
||||||
|
=> (judgementResult.ComboAtJudgement + 1) % 50 == 0 && judgementResult.Judgement.AffectsCombo && judgementResult.IsHit;
|
||||||
|
|
||||||
|
private bool triggerSwellClear(JudgementResult judgementResult)
|
||||||
|
=> judgementResult.Judgement is TaikoSwellJudgement && judgementResult.IsHit;
|
||||||
|
}
|
||||||
|
}
|
@ -42,7 +42,7 @@ namespace osu.Game.Rulesets.Taiko.UI
|
|||||||
{
|
{
|
||||||
new BarLineGenerator<BarLine>(Beatmap).BarLines.ForEach(bar => Playfield.Add(bar.Major ? new DrawableBarLineMajor(bar) : new DrawableBarLine(bar)));
|
new BarLineGenerator<BarLine>(Beatmap).BarLines.ForEach(bar => Playfield.Add(bar.Major ? new DrawableBarLineMajor(bar) : new DrawableBarLine(bar)));
|
||||||
|
|
||||||
AddInternal(scroller = new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.TaikoScroller), _ => Empty())
|
AddInternal(scroller = new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.Scroller), _ => Empty())
|
||||||
{
|
{
|
||||||
RelativeSizeAxes = Axes.X,
|
RelativeSizeAxes = Axes.X,
|
||||||
Depth = float.MaxValue
|
Depth = float.MaxValue
|
||||||
|
133
osu.Game.Rulesets.Taiko/UI/TaikoMascotAnimation.cs
Normal file
133
osu.Game.Rulesets.Taiko/UI/TaikoMascotAnimation.cs
Normal file
@ -0,0 +1,133 @@
|
|||||||
|
// 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 System;
|
||||||
|
using osu.Framework.Allocation;
|
||||||
|
using osu.Framework.Audio.Track;
|
||||||
|
using osu.Framework.Graphics;
|
||||||
|
using osu.Framework.Graphics.Animations;
|
||||||
|
using osu.Framework.Graphics.Textures;
|
||||||
|
using osu.Game.Beatmaps.ControlPoints;
|
||||||
|
using osu.Game.Graphics.Containers;
|
||||||
|
using osu.Game.Skinning;
|
||||||
|
using osuTK;
|
||||||
|
|
||||||
|
namespace osu.Game.Rulesets.Taiko.UI
|
||||||
|
{
|
||||||
|
public sealed class TaikoMascotAnimation : BeatSyncedContainer
|
||||||
|
{
|
||||||
|
private readonly TextureAnimation textureAnimation;
|
||||||
|
|
||||||
|
private int currentFrame;
|
||||||
|
|
||||||
|
public double DisplayTime;
|
||||||
|
|
||||||
|
public TaikoMascotAnimation(TaikoMascotAnimationState state)
|
||||||
|
{
|
||||||
|
InternalChild = textureAnimation = createTextureAnimation(state).With(animation =>
|
||||||
|
{
|
||||||
|
animation.Origin = animation.Anchor = Anchor.BottomLeft;
|
||||||
|
animation.Scale = new Vector2(0.51f); // close enough to stable
|
||||||
|
});
|
||||||
|
|
||||||
|
RelativeSizeAxes = Axes.Both;
|
||||||
|
Origin = Anchor = Anchor.BottomLeft;
|
||||||
|
|
||||||
|
// needs to be always present to prevent the animation clock consuming time spent when not present.
|
||||||
|
AlwaysPresent = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool Completed => !textureAnimation.IsPlaying || textureAnimation.PlaybackPosition >= textureAnimation.Duration;
|
||||||
|
|
||||||
|
public override void Show()
|
||||||
|
{
|
||||||
|
base.Show();
|
||||||
|
DisplayTime = Time.Current;
|
||||||
|
textureAnimation.Seek(0);
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
|
||||||
|
{
|
||||||
|
// assume that if the animation is playing on its own, it's independent from the beat and doesn't need to be touched.
|
||||||
|
if (textureAnimation.FrameCount == 0 || textureAnimation.IsPlaying)
|
||||||
|
return;
|
||||||
|
|
||||||
|
textureAnimation.GotoFrame(currentFrame);
|
||||||
|
currentFrame = (currentFrame + 1) % textureAnimation.FrameCount;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static TextureAnimation createTextureAnimation(TaikoMascotAnimationState state)
|
||||||
|
{
|
||||||
|
switch (state)
|
||||||
|
{
|
||||||
|
case TaikoMascotAnimationState.Clear:
|
||||||
|
return new ClearMascotTextureAnimation();
|
||||||
|
|
||||||
|
case TaikoMascotAnimationState.Idle:
|
||||||
|
case TaikoMascotAnimationState.Kiai:
|
||||||
|
case TaikoMascotAnimationState.Fail:
|
||||||
|
return new ManualMascotTextureAnimation(state);
|
||||||
|
|
||||||
|
default:
|
||||||
|
throw new ArgumentOutOfRangeException(nameof(state), $"Mascot animations for state {state} are not supported");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private class ManualMascotTextureAnimation : TextureAnimation
|
||||||
|
{
|
||||||
|
private readonly TaikoMascotAnimationState state;
|
||||||
|
|
||||||
|
public ManualMascotTextureAnimation(TaikoMascotAnimationState state)
|
||||||
|
{
|
||||||
|
this.state = state;
|
||||||
|
|
||||||
|
IsPlaying = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
[BackgroundDependencyLoader]
|
||||||
|
private void load(ISkinSource skin)
|
||||||
|
{
|
||||||
|
for (int frameIndex = 0; true; frameIndex++)
|
||||||
|
{
|
||||||
|
var texture = getAnimationFrame(skin, state, frameIndex);
|
||||||
|
|
||||||
|
if (texture == null)
|
||||||
|
break;
|
||||||
|
|
||||||
|
AddFrame(texture);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private class ClearMascotTextureAnimation : TextureAnimation
|
||||||
|
{
|
||||||
|
private const float clear_animation_speed = 1000 / 10f;
|
||||||
|
|
||||||
|
private static readonly int[] clear_animation_sequence = { 0, 1, 2, 3, 4, 5, 6, 5, 6, 5, 4, 3, 2, 1, 0 };
|
||||||
|
|
||||||
|
public ClearMascotTextureAnimation()
|
||||||
|
{
|
||||||
|
DefaultFrameLength = clear_animation_speed;
|
||||||
|
Loop = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
[BackgroundDependencyLoader]
|
||||||
|
private void load(ISkinSource skin)
|
||||||
|
{
|
||||||
|
foreach (var frameIndex in clear_animation_sequence)
|
||||||
|
{
|
||||||
|
var texture = getAnimationFrame(skin, TaikoMascotAnimationState.Clear, frameIndex);
|
||||||
|
|
||||||
|
if (texture == null)
|
||||||
|
// as per https://osu.ppy.sh/help/wiki/Skinning/osu!taiko#pippidon
|
||||||
|
break;
|
||||||
|
|
||||||
|
AddFrame(texture);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private static Texture getAnimationFrame(ISkin skin, TaikoMascotAnimationState state, int frameIndex)
|
||||||
|
=> skin.GetTexture($"pippidon{state.ToString().ToLower()}{frameIndex}");
|
||||||
|
}
|
||||||
|
}
|
13
osu.Game.Rulesets.Taiko/UI/TaikoMascotAnimationState.cs
Normal file
13
osu.Game.Rulesets.Taiko/UI/TaikoMascotAnimationState.cs
Normal file
@ -0,0 +1,13 @@
|
|||||||
|
// 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.
|
||||||
|
|
||||||
|
namespace osu.Game.Rulesets.Taiko.UI
|
||||||
|
{
|
||||||
|
public enum TaikoMascotAnimationState
|
||||||
|
{
|
||||||
|
Idle,
|
||||||
|
Clear,
|
||||||
|
Kiai,
|
||||||
|
Fail
|
||||||
|
}
|
||||||
|
}
|
@ -15,6 +15,7 @@ using osu.Game.Rulesets.Taiko.Objects.Drawables;
|
|||||||
using osu.Game.Rulesets.Taiko.Judgements;
|
using osu.Game.Rulesets.Taiko.Judgements;
|
||||||
using osu.Game.Rulesets.Taiko.Objects;
|
using osu.Game.Rulesets.Taiko.Objects;
|
||||||
using osu.Game.Skinning;
|
using osu.Game.Skinning;
|
||||||
|
using osuTK;
|
||||||
|
|
||||||
namespace osu.Game.Rulesets.Taiko.UI
|
namespace osu.Game.Rulesets.Taiko.UI
|
||||||
{
|
{
|
||||||
@ -32,6 +33,7 @@ namespace osu.Game.Rulesets.Taiko.UI
|
|||||||
private JudgementContainer<DrawableTaikoJudgement> judgementContainer;
|
private JudgementContainer<DrawableTaikoJudgement> judgementContainer;
|
||||||
private ScrollingHitObjectContainer drumRollHitContainer;
|
private ScrollingHitObjectContainer drumRollHitContainer;
|
||||||
internal Drawable HitTarget;
|
internal Drawable HitTarget;
|
||||||
|
private SkinnableDrawable mascot;
|
||||||
|
|
||||||
private ProxyContainer topLevelHitContainer;
|
private ProxyContainer topLevelHitContainer;
|
||||||
private ProxyContainer barlineContainer;
|
private ProxyContainer barlineContainer;
|
||||||
@ -125,12 +127,20 @@ namespace osu.Game.Rulesets.Taiko.UI
|
|||||||
},
|
},
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
mascot = new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.Mascot), _ => Empty())
|
||||||
|
{
|
||||||
|
Origin = Anchor.BottomLeft,
|
||||||
|
Anchor = Anchor.TopLeft,
|
||||||
|
RelativePositionAxes = Axes.Y,
|
||||||
|
RelativeSizeAxes = Axes.None,
|
||||||
|
Y = 0.2f
|
||||||
|
},
|
||||||
topLevelHitContainer = new ProxyContainer
|
topLevelHitContainer = new ProxyContainer
|
||||||
{
|
{
|
||||||
Name = "Top level hit objects",
|
Name = "Top level hit objects",
|
||||||
RelativeSizeAxes = Axes.Both,
|
RelativeSizeAxes = Axes.Both,
|
||||||
},
|
},
|
||||||
drumRollHitContainer.CreateProxy()
|
drumRollHitContainer.CreateProxy(),
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -142,6 +152,8 @@ namespace osu.Game.Rulesets.Taiko.UI
|
|||||||
// This is basically allowing for correct alignment as relative pieces move around them.
|
// This is basically allowing for correct alignment as relative pieces move around them.
|
||||||
rightArea.Padding = new MarginPadding { Left = leftArea.DrawWidth };
|
rightArea.Padding = new MarginPadding { Left = leftArea.DrawWidth };
|
||||||
hitTargetOffsetContent.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 };
|
hitTargetOffsetContent.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 };
|
||||||
|
|
||||||
|
mascot.Scale = new Vector2(DrawHeight / DEFAULT_HEIGHT);
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void Add(DrawableHitObject h)
|
public override void Add(DrawableHitObject h)
|
||||||
|
Loading…
Reference in New Issue
Block a user