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Merge pull request #10951 from peppy/fix-drawable-judgement-animation-loss
Fix DrawableJudgement not always animating correctly on skin change
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commit
d9edd4e7de
@ -32,9 +32,6 @@ namespace osu.Game.Rulesets.Judgements
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private readonly Container aboveHitObjectsContent;
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[Resolved]
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private ISkinSource skinSource { get; set; }
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/// <summary>
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/// Duration of initial fade in.
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/// </summary>
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@ -78,29 +75,6 @@ namespace osu.Game.Rulesets.Judgements
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public Drawable GetProxyAboveHitObjectsContent() => aboveHitObjectsContent.CreateProxy();
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protected override void LoadComplete()
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{
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base.LoadComplete();
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skinSource.SourceChanged += onSkinChanged;
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}
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private void onSkinChanged()
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{
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// on a skin change, the child component will update but not get correctly triggered to play its animation.
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// we need to trigger a reinitialisation to make things right.
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currentDrawableType = null;
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PrepareForUse();
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (skinSource != null)
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skinSource.SourceChanged -= onSkinChanged;
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}
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/// <summary>
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/// Apply top-level animations to the current judgement when successfully hit.
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/// If displaying components which require lifetime extensions, manually adjusting <see cref="Drawable.LifetimeEnd"/> is required.
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@ -142,13 +116,14 @@ namespace osu.Game.Rulesets.Judgements
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Debug.Assert(Result != null);
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prepareDrawables();
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runAnimation();
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}
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private void runAnimation()
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{
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// is a no-op if the drawables are already in a correct state.
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prepareDrawables();
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// undo any transforms applies in ApplyMissAnimations/ApplyHitAnimations to get a sane initial state.
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ApplyTransformsAt(double.MinValue, true);
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ClearTransforms(true);
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@ -203,7 +178,6 @@ namespace osu.Game.Rulesets.Judgements
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if (JudgementBody != null)
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RemoveInternal(JudgementBody);
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aboveHitObjectsContent.Clear();
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AddInternal(JudgementBody = new SkinnableDrawable(new GameplaySkinComponent<HitResult>(type), _ =>
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CreateDefaultJudgement(type), confineMode: ConfineMode.NoScaling)
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{
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@ -211,14 +185,29 @@ namespace osu.Game.Rulesets.Judgements
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Origin = Anchor.Centre,
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});
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if (JudgementBody.Drawable is IAnimatableJudgement animatable)
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JudgementBody.OnSkinChanged += () =>
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{
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var proxiedContent = animatable.GetAboveHitObjectsProxiedContent();
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if (proxiedContent != null)
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aboveHitObjectsContent.Add(proxiedContent);
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}
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// on a skin change, the child component will update but not get correctly triggered to play its animation (or proxy the newly created content).
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// we need to trigger a reinitialisation to make things right.
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proxyContent();
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runAnimation();
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};
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proxyContent();
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currentDrawableType = type;
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void proxyContent()
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{
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aboveHitObjectsContent.Clear();
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if (JudgementBody.Drawable is IAnimatableJudgement animatable)
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{
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var proxiedContent = animatable.GetAboveHitObjectsProxiedContent();
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if (proxiedContent != null)
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aboveHitObjectsContent.Add(proxiedContent);
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}
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}
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}
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protected virtual Drawable CreateDefaultJudgement(HitResult result) => new DefaultJudgementPiece(result);
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