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Decide on the name "Mascot", add testing, bug fixed, etc.
This commit is contained in:
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@ -0,0 +1,155 @@
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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 NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Testing;
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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.Objects.Drawables;
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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.Skinning;
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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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}).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 readonly List<DrawableTaikoMascot> mascots = new List<DrawableTaikoMascot>();
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private readonly List<SkinnableDrawable> skinnables = new List<SkinnableDrawable>();
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private readonly List<TaikoPlayfield> playfields = new List<TaikoPlayfield>();
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[Test]
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public void TestStateTextures()
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{
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AddStep("Create mascot (idle)", () =>
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{
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skinnables.Clear();
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SetContents(() =>
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{
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var skinnable = getMascot();
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skinnables.Add(skinnable);
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return skinnable;
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});
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});
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AddUntilStep("Wait for SkinnableDrawable", () => skinnables.Any(d => d.Drawable is DrawableTaikoMascot));
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AddStep("Collect mascots", () =>
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{
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mascots.Clear();
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foreach (var skinnable in skinnables)
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{
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if (skinnable.Drawable is DrawableTaikoMascot mascot)
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mascots.Add(mascot);
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}
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});
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AddStep("Clear state", () => setState(TaikoMascotAnimationState.Clear));
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AddStep("Kiai state", () => setState(TaikoMascotAnimationState.Kiai));
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AddStep("Fail state", () => setState(TaikoMascotAnimationState.Fail));
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}
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private void setState(TaikoMascotAnimationState state)
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{
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foreach (var mascot in mascots)
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{
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if (mascot == null)
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continue;
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mascot.Dumb = true;
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mascot.State = state;
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}
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}
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private SkinnableDrawable getMascot() =>
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new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.TaikoDon), _ => new Container(), confineMode: ConfineMode.ScaleToFit)
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{
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RelativePositionAxes = Axes.Both
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};
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[Test]
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public void TestPlayfield()
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{
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AddStep("Create playfield", () =>
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{
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playfields.Clear();
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SetContents(() =>
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{
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var playfield = new TaikoPlayfield(new ControlPointInfo())
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{
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Height = 0.4f,
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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};
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playfields.Add(playfield);
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return playfield;
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});
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});
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AddUntilStep("Wait for SkinnableDrawable", () => playfields.Any(p => p.ChildrenOfType<DrawableTaikoMascot>().Any()));
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AddStep("Collect mascots", () =>
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{
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mascots.Clear();
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foreach (var playfield in playfields)
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{
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var mascot = playfield.ChildrenOfType<DrawableTaikoMascot>().SingleOrDefault();
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if (mascot != null)
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mascots.Add(mascot);
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}
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});
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AddStep("Create hit (miss)", () =>
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{
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foreach (var playfield in playfields)
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addJudgement(playfield, HitResult.Miss);
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});
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AddAssert("Check if state is fail", () => mascots.Where(d => d != null).All(d => d.PlayfieldState.Value == TaikoMascotAnimationState.Fail));
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AddStep("Create hit (great)", () =>
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{
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foreach (var playfield in playfields)
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addJudgement(playfield, HitResult.Great);
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});
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AddAssert("Check if state is idle", () => mascots.Where(d => d != null).All(d => d.PlayfieldState.Value == TaikoMascotAnimationState.Idle));
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}
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private void addJudgement(TaikoPlayfield playfield, HitResult result)
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{
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playfield.OnNewResult(new DrawableRimHit(new Hit()), new JudgementResult(new HitObject(), new TaikoJudgement()) { Type = result });
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}
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}
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}
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@ -59,7 +59,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning
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case TaikoSkinComponents.TaikoDon:
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case TaikoSkinComponents.TaikoDon:
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if (GetTexture("pippidonclear0") != null)
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if (GetTexture("pippidonclear0") != null)
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return new DrawableTaikoCharacter();
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return new DrawableTaikoMascot();
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return null;
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return null;
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@ -1,65 +0,0 @@
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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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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namespace osu.Game.Rulesets.Taiko.UI
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{
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public sealed class DrawableTaikoCharacter : BeatSyncedContainer
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{
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private static TaikoDonTextureAnimation idleDrawable, clearDrawable, kiaiDrawable, failDrawable;
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private TaikoDonAnimationState state;
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public DrawableTaikoCharacter()
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{
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RelativeSizeAxes = Axes.Both;
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}
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private TaikoDonTextureAnimation getStateDrawable() => State switch
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{
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TaikoDonAnimationState.Idle => idleDrawable,
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TaikoDonAnimationState.Clear => clearDrawable,
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TaikoDonAnimationState.Kiai => kiaiDrawable,
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TaikoDonAnimationState.Fail => failDrawable,
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_ => null
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};
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public TaikoDonAnimationState State
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{
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get => state;
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set
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{
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state = value;
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foreach (var child in InternalChildren)
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child.Hide();
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getStateDrawable().Show();
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}
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}
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[BackgroundDependencyLoader]
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private void load(TextureStore textures)
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{
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InternalChildren = new[]
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{
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idleDrawable = new TaikoDonTextureAnimation(TaikoDonAnimationState.Idle),
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clearDrawable = new TaikoDonTextureAnimation(TaikoDonAnimationState.Clear),
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kiaiDrawable = new TaikoDonTextureAnimation(TaikoDonAnimationState.Kiai),
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failDrawable = new TaikoDonTextureAnimation(TaikoDonAnimationState.Fail),
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};
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// sets the state, to make sure we have the correct sprite loaded and set.
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State = TaikoDonAnimationState.Idle;
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}
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
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{
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base.OnNewBeat(beatIndex, timingPoint, effectPoint, amplitudes);
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getStateDrawable().Move();
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}
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}
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}
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99
osu.Game.Rulesets.Taiko/UI/DrawableTaikoMascot.cs
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99
osu.Game.Rulesets.Taiko/UI/DrawableTaikoMascot.cs
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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.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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namespace osu.Game.Rulesets.Taiko.UI
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{
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public sealed class DrawableTaikoMascot : BeatSyncedContainer
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{
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private static TaikoMascotTextureAnimation idleDrawable, clearDrawable, kiaiDrawable, failDrawable;
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private EffectControlPoint lastEffectControlPoint;
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private TaikoMascotAnimationState state;
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public Bindable<TaikoMascotAnimationState> PlayfieldState;
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/// <summary>
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/// Determines if there should be no "state logic", intended for testing.
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/// </summary>
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public bool Dumb { get; set; }
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public TaikoMascotAnimationState State
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{
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get => state;
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set
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{
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state = value;
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foreach (var child in InternalChildren)
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child.Hide();
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var drawable = getStateDrawable(State);
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drawable?.Show();
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}
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}
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public DrawableTaikoMascot(TaikoMascotAnimationState startingState = TaikoMascotAnimationState.Idle)
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{
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RelativeSizeAxes = Axes.Both;
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PlayfieldState = new Bindable<TaikoMascotAnimationState>();
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PlayfieldState.BindValueChanged((b) =>
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{
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if (lastEffectControlPoint != null)
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State = getFinalAnimationState(lastEffectControlPoint, b.NewValue);
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});
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State = startingState;
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}
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private TaikoMascotTextureAnimation getStateDrawable(TaikoMascotAnimationState state) => state switch
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{
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TaikoMascotAnimationState.Idle => idleDrawable,
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TaikoMascotAnimationState.Clear => clearDrawable,
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TaikoMascotAnimationState.Kiai => kiaiDrawable,
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TaikoMascotAnimationState.Fail => failDrawable,
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_ => null
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};
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private TaikoMascotAnimationState getFinalAnimationState(EffectControlPoint effectPoint, TaikoMascotAnimationState playfieldState)
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{
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if (playfieldState == TaikoMascotAnimationState.Fail)
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return playfieldState;
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return effectPoint.KiaiMode ? TaikoMascotAnimationState.Kiai : TaikoMascotAnimationState.Idle;
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}
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[BackgroundDependencyLoader]
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private void load(TextureStore textures)
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{
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InternalChildren = new[]
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{
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idleDrawable = new TaikoMascotTextureAnimation(TaikoMascotAnimationState.Idle),
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clearDrawable = new TaikoMascotTextureAnimation(TaikoMascotAnimationState.Clear),
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kiaiDrawable = new TaikoMascotTextureAnimation(TaikoMascotAnimationState.Kiai),
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failDrawable = new TaikoMascotTextureAnimation(TaikoMascotAnimationState.Fail),
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};
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// making sure we have the correct sprite set
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State = state;
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}
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
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{
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base.OnNewBeat(beatIndex, timingPoint, effectPoint, amplitudes);
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if (!Dumb)
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State = getFinalAnimationState(lastEffectControlPoint = effectPoint, PlayfieldState.Value);
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if (State == TaikoMascotAnimationState.Clear)
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return;
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var drawable = getStateDrawable(State);
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drawable.Move();
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}
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}
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}
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@ -1,61 +0,0 @@
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Animations;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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public sealed class TaikoDonTextureAnimation : TextureAnimation
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{
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private readonly TaikoDonAnimationState state;
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private int currentFrame;
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public TaikoDonTextureAnimation(TaikoDonAnimationState state) : base(false)
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{
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this.state = state;
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this.Stop();
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Origin = Anchor.BottomLeft;
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Anchor = Anchor.BottomLeft;
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AutoSizeAxes = Axes.Y;
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}
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[BackgroundDependencyLoader]
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private void load(ISkinSource skin)
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{
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for (int i = 0;; i++)
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{
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var textureName = $"pippidon{_getStateString(state)}{i}";
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Texture texture = skin.GetTexture(textureName);
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if (texture == null)
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break;
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AddFrame(texture);
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}
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}
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/// <summary>
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/// Advances the current frame by one.
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/// </summary>
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public void Move()
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{
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if (FrameCount <= currentFrame)
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currentFrame = 0;
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GotoFrame(currentFrame);
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currentFrame++;
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}
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private string _getStateString(TaikoDonAnimationState state) => state switch
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{
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TaikoDonAnimationState.Clear => "clear",
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TaikoDonAnimationState.Fail => "fail",
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TaikoDonAnimationState.Idle => "idle",
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TaikoDonAnimationState.Kiai => "kiai",
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_ => null
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};
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}
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}
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@ -3,7 +3,7 @@
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namespace osu.Game.Rulesets.Taiko.UI
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namespace osu.Game.Rulesets.Taiko.UI
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{
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{
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public enum TaikoDonAnimationState
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public enum TaikoMascotAnimationState
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{
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{
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Idle,
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Idle,
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Clear,
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Clear,
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88
osu.Game.Rulesets.Taiko/UI/TaikoMascotTextureAnimation.cs
Normal file
88
osu.Game.Rulesets.Taiko/UI/TaikoMascotTextureAnimation.cs
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Animations;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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public sealed class TaikoMascotTextureAnimation : TextureAnimation
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{
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private const float clear_animation_speed = 1000 / 10F;
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private static readonly int[] clear_animation_sequence = new[] { 0, 1, 2, 3, 4, 5, 6, 5, 6, 5, 4, 3, 2, 1, 0 };
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private int currentFrame;
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public TaikoMascotAnimationState State { get; }
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public TaikoMascotTextureAnimation(TaikoMascotAnimationState state)
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: base(true)
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{
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State = state;
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// We're animating on beat if it's not the clear animation
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if (state == TaikoMascotAnimationState.Clear)
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DefaultFrameLength = clear_animation_speed;
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else
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this.Stop();
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Origin = Anchor.BottomLeft;
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Anchor = Anchor.BottomLeft;
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}
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[BackgroundDependencyLoader]
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private void load(ISkinSource skin)
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{
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if (State == TaikoMascotAnimationState.Clear)
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{
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foreach (var textureIndex in clear_animation_sequence)
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{
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var textureName = _getStateTextureName(textureIndex);
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Texture texture = skin.GetTexture(textureName);
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if (texture == null)
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break;
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AddFrame(texture);
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}
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}
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else
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{
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for (int i = 0;; i++)
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{
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var textureName = _getStateTextureName(i);
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Texture texture = skin.GetTexture(textureName);
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if (texture == null)
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break;
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AddFrame(texture);
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}
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}
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}
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/// <summary>Advances the current frame by one.</summary>
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public void Move()
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{
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if (FrameCount == 0) // Frames are apparently broken
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return;
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if (FrameCount <= currentFrame)
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currentFrame = 0;
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GotoFrame(currentFrame);
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currentFrame += 1;
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}
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private string _getStateTextureName(int i) => $"pippidon{_getStateString(State)}{i}";
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private string _getStateString(TaikoMascotAnimationState state) => state switch
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{
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TaikoMascotAnimationState.Clear => "clear",
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TaikoMascotAnimationState.Fail => "fail",
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TaikoMascotAnimationState.Idle => "idle",
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TaikoMascotAnimationState.Kiai => "kiai",
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_ => null
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};
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}
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}
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@ -268,16 +268,18 @@ namespace osu.Game.Rulesets.Taiko.UI
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break;
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break;
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}
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}
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if (characterDrawable.Drawable is DrawableTaikoCharacter character)
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if (characterDrawable.Drawable is DrawableTaikoMascot mascot)
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{
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{
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if (result.Type == HitResult.Miss && result.Judgement.AffectsCombo)
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var isFailing = result.Type == HitResult.Miss;
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// Only take combo in consideration when it's not a strong hit (it's always false)
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if (!(judgedObject.HitObject is StrongHitObject))
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{
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{
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character.State = TaikoDonAnimationState.Fail;
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if (isFailing)
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}
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isFailing = result.Judgement.AffectsCombo;
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else
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{
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character.State = judgedObject.HitObject.Kiai ? TaikoDonAnimationState.Kiai : TaikoDonAnimationState.Idle;
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}
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}
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mascot.PlayfieldState.Value = isFailing ? TaikoMascotAnimationState.Fail : TaikoMascotAnimationState.Idle;
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}
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}
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}
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}
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}
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}
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