From db4c8b2ba59c6a59ab4a19eec2d548f28022242e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Bart=C5=82omiej=20Dach?= Date: Thu, 30 Apr 2020 22:16:25 +0200 Subject: [PATCH] Fix transition out of clear state --- .../Skinning/TestSceneDrawableTaikoMascot.cs | 7 ++++--- osu.Game.Rulesets.Taiko/UI/DrawableTaikoMascot.cs | 3 ++- 2 files changed, 6 insertions(+), 4 deletions(-) diff --git a/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableTaikoMascot.cs b/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableTaikoMascot.cs index e23f63e245..aee057602a 100644 --- a/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableTaikoMascot.cs +++ b/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneDrawableTaikoMascot.cs @@ -144,15 +144,16 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Good }, TaikoMascotAnimationState.Clear); } - [TestCase(true)] - [TestCase(false)] - public void TestClearStateOnClearedSwell(bool kiai) + [TestCase(true, TaikoMascotAnimationState.Kiai)] + [TestCase(false, TaikoMascotAnimationState.Idle)] + public void TestClearStateOnClearedSwell(bool kiai, TaikoMascotAnimationState expectedStateAfterClear) { AddStep("set beatmap", () => setBeatmap(kiai)); createDrawableRuleset(); assertStateAfterResult(new JudgementResult(new Swell(), new TaikoSwellJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Clear); + AddUntilStep($"state reverts to {expectedStateAfterClear.ToString().ToLower()}", () => allMascotsIn(expectedStateAfterClear)); } private void setBeatmap(bool kiai = false) diff --git a/osu.Game.Rulesets.Taiko/UI/DrawableTaikoMascot.cs b/osu.Game.Rulesets.Taiko/UI/DrawableTaikoMascot.cs index 1b7d011d8a..089f5c87a2 100644 --- a/osu.Game.Rulesets.Taiko/UI/DrawableTaikoMascot.cs +++ b/osu.Game.Rulesets.Taiko/UI/DrawableTaikoMascot.cs @@ -61,7 +61,8 @@ namespace osu.Game.Rulesets.Taiko.UI if (triggerComboClear(result) || triggerSwellClear(result)) { state.Value = TaikoMascotAnimationState.Clear; - return; + // never play fail immediately after clear. + lastObjectHit = true; } if (!result.Judgement.AffectsCombo)