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Decide on the name "Mascot", add testing, bug fixed, etc.

This commit is contained in:
Craftplacer 2020-04-24 06:59:05 +02:00
parent 6de08db653
commit dbf39be607
8 changed files with 353 additions and 135 deletions

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@ -0,0 +1,155 @@
// 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 System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Testing;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Judgements;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Objects.Drawables;
using osu.Game.Rulesets.Taiko.UI;
using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Skinning;
using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.Taiko.Tests.Skinning
{
[TestFixture]
public class TestSceneDrawableTaikoMascot : TaikoSkinnableTestScene
{
public override IReadOnlyList<Type> RequiredTypes => base.RequiredTypes.Concat(new[]
{
typeof(DrawableTaikoMascot),
}).ToList();
[Cached(typeof(IScrollingInfo))]
private ScrollingTestContainer.TestScrollingInfo info = new ScrollingTestContainer.TestScrollingInfo
{
Direction = { Value = ScrollingDirection.Left },
TimeRange = { Value = 5000 },
};
private readonly List<DrawableTaikoMascot> mascots = new List<DrawableTaikoMascot>();
private readonly List<SkinnableDrawable> skinnables = new List<SkinnableDrawable>();
private readonly List<TaikoPlayfield> playfields = new List<TaikoPlayfield>();
[Test]
public void TestStateTextures()
{
AddStep("Create mascot (idle)", () =>
{
skinnables.Clear();
SetContents(() =>
{
var skinnable = getMascot();
skinnables.Add(skinnable);
return skinnable;
});
});
AddUntilStep("Wait for SkinnableDrawable", () => skinnables.Any(d => d.Drawable is DrawableTaikoMascot));
AddStep("Collect mascots", () =>
{
mascots.Clear();
foreach (var skinnable in skinnables)
{
if (skinnable.Drawable is DrawableTaikoMascot mascot)
mascots.Add(mascot);
}
});
AddStep("Clear state", () => setState(TaikoMascotAnimationState.Clear));
AddStep("Kiai state", () => setState(TaikoMascotAnimationState.Kiai));
AddStep("Fail state", () => setState(TaikoMascotAnimationState.Fail));
}
private void setState(TaikoMascotAnimationState state)
{
foreach (var mascot in mascots)
{
if (mascot == null)
continue;
mascot.Dumb = true;
mascot.State = state;
}
}
private SkinnableDrawable getMascot() =>
new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.TaikoDon), _ => new Container(), confineMode: ConfineMode.ScaleToFit)
{
RelativePositionAxes = Axes.Both
};
[Test]
public void TestPlayfield()
{
AddStep("Create playfield", () =>
{
playfields.Clear();
SetContents(() =>
{
var playfield = new TaikoPlayfield(new ControlPointInfo())
{
Height = 0.4f,
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
};
playfields.Add(playfield);
return playfield;
});
});
AddUntilStep("Wait for SkinnableDrawable", () => playfields.Any(p => p.ChildrenOfType<DrawableTaikoMascot>().Any()));
AddStep("Collect mascots", () =>
{
mascots.Clear();
foreach (var playfield in playfields)
{
var mascot = playfield.ChildrenOfType<DrawableTaikoMascot>().SingleOrDefault();
if (mascot != null)
mascots.Add(mascot);
}
});
AddStep("Create hit (miss)", () =>
{
foreach (var playfield in playfields)
addJudgement(playfield, HitResult.Miss);
});
AddAssert("Check if state is fail", () => mascots.Where(d => d != null).All(d => d.PlayfieldState.Value == TaikoMascotAnimationState.Fail));
AddStep("Create hit (great)", () =>
{
foreach (var playfield in playfields)
addJudgement(playfield, HitResult.Great);
});
AddAssert("Check if state is idle", () => mascots.Where(d => d != null).All(d => d.PlayfieldState.Value == TaikoMascotAnimationState.Idle));
}
private void addJudgement(TaikoPlayfield playfield, HitResult result)
{
playfield.OnNewResult(new DrawableRimHit(new Hit()), new JudgementResult(new HitObject(), new TaikoJudgement()) { Type = result });
}
}
}

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@ -59,7 +59,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning
case TaikoSkinComponents.TaikoDon: case TaikoSkinComponents.TaikoDon:
if (GetTexture("pippidonclear0") != null) if (GetTexture("pippidonclear0") != null)
return new DrawableTaikoCharacter(); return new DrawableTaikoMascot();
return null; return null;

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@ -1,65 +0,0 @@
using osu.Framework.Allocation;
using osu.Framework.Audio.Track;
using osu.Framework.Graphics.Textures;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Graphics.Containers;
namespace osu.Game.Rulesets.Taiko.UI
{
public sealed class DrawableTaikoCharacter : BeatSyncedContainer
{
private static TaikoDonTextureAnimation idleDrawable, clearDrawable, kiaiDrawable, failDrawable;
private TaikoDonAnimationState state;
public DrawableTaikoCharacter()
{
RelativeSizeAxes = Axes.Both;
}
private TaikoDonTextureAnimation getStateDrawable() => State switch
{
TaikoDonAnimationState.Idle => idleDrawable,
TaikoDonAnimationState.Clear => clearDrawable,
TaikoDonAnimationState.Kiai => kiaiDrawable,
TaikoDonAnimationState.Fail => failDrawable,
_ => null
};
public TaikoDonAnimationState State
{
get => state;
set
{
state = value;
foreach (var child in InternalChildren)
child.Hide();
getStateDrawable().Show();
}
}
[BackgroundDependencyLoader]
private void load(TextureStore textures)
{
InternalChildren = new[]
{
idleDrawable = new TaikoDonTextureAnimation(TaikoDonAnimationState.Idle),
clearDrawable = new TaikoDonTextureAnimation(TaikoDonAnimationState.Clear),
kiaiDrawable = new TaikoDonTextureAnimation(TaikoDonAnimationState.Kiai),
failDrawable = new TaikoDonTextureAnimation(TaikoDonAnimationState.Fail),
};
// sets the state, to make sure we have the correct sprite loaded and set.
State = TaikoDonAnimationState.Idle;
}
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
{
base.OnNewBeat(beatIndex, timingPoint, effectPoint, amplitudes);
getStateDrawable().Move();
}
}
}

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@ -0,0 +1,99 @@
using osu.Framework.Allocation;
using osu.Framework.Audio.Track;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Textures;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Graphics.Containers;
namespace osu.Game.Rulesets.Taiko.UI
{
public sealed class DrawableTaikoMascot : BeatSyncedContainer
{
private static TaikoMascotTextureAnimation idleDrawable, clearDrawable, kiaiDrawable, failDrawable;
private EffectControlPoint lastEffectControlPoint;
private TaikoMascotAnimationState state;
public Bindable<TaikoMascotAnimationState> PlayfieldState;
/// <summary>
/// Determines if there should be no "state logic", intended for testing.
/// </summary>
public bool Dumb { get; set; }
public TaikoMascotAnimationState State
{
get => state;
set
{
state = value;
foreach (var child in InternalChildren)
child.Hide();
var drawable = getStateDrawable(State);
drawable?.Show();
}
}
public DrawableTaikoMascot(TaikoMascotAnimationState startingState = TaikoMascotAnimationState.Idle)
{
RelativeSizeAxes = Axes.Both;
PlayfieldState = new Bindable<TaikoMascotAnimationState>();
PlayfieldState.BindValueChanged((b) =>
{
if (lastEffectControlPoint != null)
State = getFinalAnimationState(lastEffectControlPoint, b.NewValue);
});
State = startingState;
}
private TaikoMascotTextureAnimation getStateDrawable(TaikoMascotAnimationState state) => state switch
{
TaikoMascotAnimationState.Idle => idleDrawable,
TaikoMascotAnimationState.Clear => clearDrawable,
TaikoMascotAnimationState.Kiai => kiaiDrawable,
TaikoMascotAnimationState.Fail => failDrawable,
_ => null
};
private TaikoMascotAnimationState getFinalAnimationState(EffectControlPoint effectPoint, TaikoMascotAnimationState playfieldState)
{
if (playfieldState == TaikoMascotAnimationState.Fail)
return playfieldState;
return effectPoint.KiaiMode ? TaikoMascotAnimationState.Kiai : TaikoMascotAnimationState.Idle;
}
[BackgroundDependencyLoader]
private void load(TextureStore textures)
{
InternalChildren = new[]
{
idleDrawable = new TaikoMascotTextureAnimation(TaikoMascotAnimationState.Idle),
clearDrawable = new TaikoMascotTextureAnimation(TaikoMascotAnimationState.Clear),
kiaiDrawable = new TaikoMascotTextureAnimation(TaikoMascotAnimationState.Kiai),
failDrawable = new TaikoMascotTextureAnimation(TaikoMascotAnimationState.Fail),
};
// making sure we have the correct sprite set
State = state;
}
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
{
base.OnNewBeat(beatIndex, timingPoint, effectPoint, amplitudes);
if (!Dumb)
State = getFinalAnimationState(lastEffectControlPoint = effectPoint, PlayfieldState.Value);
if (State == TaikoMascotAnimationState.Clear)
return;
var drawable = getStateDrawable(State);
drawable.Move();
}
}
}

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@ -1,61 +0,0 @@
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Animations;
using osu.Framework.Graphics.Textures;
using osu.Game.Skinning;
namespace osu.Game.Rulesets.Taiko.UI
{
public sealed class TaikoDonTextureAnimation : TextureAnimation
{
private readonly TaikoDonAnimationState state;
private int currentFrame;
public TaikoDonTextureAnimation(TaikoDonAnimationState state) : base(false)
{
this.state = state;
this.Stop();
Origin = Anchor.BottomLeft;
Anchor = Anchor.BottomLeft;
AutoSizeAxes = Axes.Y;
}
[BackgroundDependencyLoader]
private void load(ISkinSource skin)
{
for (int i = 0;; i++)
{
var textureName = $"pippidon{_getStateString(state)}{i}";
Texture texture = skin.GetTexture(textureName);
if (texture == null)
break;
AddFrame(texture);
}
}
/// <summary>
/// Advances the current frame by one.
/// </summary>
public void Move()
{
if (FrameCount <= currentFrame)
currentFrame = 0;
GotoFrame(currentFrame);
currentFrame++;
}
private string _getStateString(TaikoDonAnimationState state) => state switch
{
TaikoDonAnimationState.Clear => "clear",
TaikoDonAnimationState.Fail => "fail",
TaikoDonAnimationState.Idle => "idle",
TaikoDonAnimationState.Kiai => "kiai",
_ => null
};
}
}

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@ -3,7 +3,7 @@
namespace osu.Game.Rulesets.Taiko.UI namespace osu.Game.Rulesets.Taiko.UI
{ {
public enum TaikoDonAnimationState public enum TaikoMascotAnimationState
{ {
Idle, Idle,
Clear, Clear,

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@ -0,0 +1,88 @@
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Animations;
using osu.Framework.Graphics.Textures;
using osu.Game.Skinning;
namespace osu.Game.Rulesets.Taiko.UI
{
public sealed class TaikoMascotTextureAnimation : TextureAnimation
{
private const float clear_animation_speed = 1000 / 10F;
private static readonly int[] clear_animation_sequence = new[] { 0, 1, 2, 3, 4, 5, 6, 5, 6, 5, 4, 3, 2, 1, 0 };
private int currentFrame;
public TaikoMascotAnimationState State { get; }
public TaikoMascotTextureAnimation(TaikoMascotAnimationState state)
: base(true)
{
State = state;
// We're animating on beat if it's not the clear animation
if (state == TaikoMascotAnimationState.Clear)
DefaultFrameLength = clear_animation_speed;
else
this.Stop();
Origin = Anchor.BottomLeft;
Anchor = Anchor.BottomLeft;
}
[BackgroundDependencyLoader]
private void load(ISkinSource skin)
{
if (State == TaikoMascotAnimationState.Clear)
{
foreach (var textureIndex in clear_animation_sequence)
{
var textureName = _getStateTextureName(textureIndex);
Texture texture = skin.GetTexture(textureName);
if (texture == null)
break;
AddFrame(texture);
}
}
else
{
for (int i = 0;; i++)
{
var textureName = _getStateTextureName(i);
Texture texture = skin.GetTexture(textureName);
if (texture == null)
break;
AddFrame(texture);
}
}
}
/// <summary>Advances the current frame by one.</summary>
public void Move()
{
if (FrameCount == 0) // Frames are apparently broken
return;
if (FrameCount <= currentFrame)
currentFrame = 0;
GotoFrame(currentFrame);
currentFrame += 1;
}
private string _getStateTextureName(int i) => $"pippidon{_getStateString(State)}{i}";
private string _getStateString(TaikoMascotAnimationState state) => state switch
{
TaikoMascotAnimationState.Clear => "clear",
TaikoMascotAnimationState.Fail => "fail",
TaikoMascotAnimationState.Idle => "idle",
TaikoMascotAnimationState.Kiai => "kiai",
_ => null
};
}
}

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@ -268,16 +268,18 @@ namespace osu.Game.Rulesets.Taiko.UI
break; break;
} }
if (characterDrawable.Drawable is DrawableTaikoCharacter character) if (characterDrawable.Drawable is DrawableTaikoMascot mascot)
{ {
if (result.Type == HitResult.Miss && result.Judgement.AffectsCombo) var isFailing = result.Type == HitResult.Miss;
// Only take combo in consideration when it's not a strong hit (it's always false)
if (!(judgedObject.HitObject is StrongHitObject))
{ {
character.State = TaikoDonAnimationState.Fail; if (isFailing)
} isFailing = result.Judgement.AffectsCombo;
else
{
character.State = judgedObject.HitObject.Kiai ? TaikoDonAnimationState.Kiai : TaikoDonAnimationState.Idle;
} }
mascot.PlayfieldState.Value = isFailing ? TaikoMascotAnimationState.Fail : TaikoMascotAnimationState.Idle;
} }
} }
} }