Various code changes, fixes
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@ -6,9 +6,9 @@ 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.Bindables;
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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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@ -18,7 +18,6 @@ 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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@ -38,35 +37,28 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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TimeRange = { Value = 5000 },
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};
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[Cached(typeof(IBindable<WorkingBeatmap>))]
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private Bindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
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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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private readonly List<DrawableTaikoRuleset> rulesets = new List<DrawableTaikoRuleset>();
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[Test]
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public void TestStateTextures()
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{
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AddStep("Set beatmap", () => setBeatmap());
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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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SetContents(() =>
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{
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if (skinnable.Drawable is DrawableTaikoMascot mascot)
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var mascot = new TestDrawableTaikoMascot();
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mascots.Add(mascot);
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}
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return mascot;
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});
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});
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AddStep("Clear state", () => setState(TaikoMascotAnimationState.Clear));
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@ -76,59 +68,25 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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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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AddStep("Set beatmap", () => setBeatmap());
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AddStep("Create ruleset", () =>
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{
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playfields.Clear();
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rulesets.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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var ruleset = new TaikoRuleset();
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var drawableRuleset = new DrawableTaikoRuleset(ruleset, beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
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rulesets.Add(drawableRuleset);
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return drawableRuleset;
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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("Collect playfields", collectPlayfields);
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AddStep("Collect mascots", collectMascots);
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AddStep("Create hit (miss)", () =>
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{
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@ -136,7 +94,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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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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AddUntilStep("Wait for fail state", () => mascots.Where(d => d != null).All(d => d.State == TaikoMascotAnimationState.Fail));
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AddStep("Create hit (great)", () =>
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{
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@ -144,12 +102,111 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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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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AddUntilStep("Wait for idle state", () => mascots.Where(d => d != null).All(d => d.State == TaikoMascotAnimationState.Idle));
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}
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[Test]
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public void TestKiai()
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{
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AddStep("Set beatmap", () => setBeatmap(true));
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AddUntilStep("Wait for beatmap to be loaded", () => beatmap.Value.Track.IsLoaded);
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AddStep("Create kiai ruleset", () =>
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{
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beatmap.Value.Track.Start();
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rulesets.Clear();
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SetContents(() =>
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{
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var ruleset = new TaikoRuleset();
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var drawableRuleset = new DrawableTaikoRuleset(ruleset, beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
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rulesets.Add(drawableRuleset);
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return drawableRuleset;
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});
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});
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AddStep("Collect playfields", collectPlayfields);
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AddStep("Collect mascots", collectMascots);
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AddUntilStep("Wait for fail state", () => mascots.Where(d => d != null).All(d => d.State == 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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AddUntilStep("Wait for kiai state", () => mascots.Where(d => d != null).All(d => d.State == TaikoMascotAnimationState.Kiai));
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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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}
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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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mascot?.ShowState(state);
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}
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private void collectPlayfields()
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{
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playfields.Clear();
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foreach (var ruleset in rulesets) playfields.Add(ruleset.ChildrenOfType<TaikoPlayfield>().Single());
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}
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private void collectMascots()
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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>()
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.SingleOrDefault();
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if (mascot != null) mascots.Add(mascot);
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}
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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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private class TestDrawableTaikoMascot : DrawableTaikoMascot
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{
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public TestDrawableTaikoMascot(TaikoMascotAnimationState startingState = TaikoMascotAnimationState.Idle)
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: base(startingState)
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{
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}
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protected override TaikoMascotAnimationState GetFinalAnimationState(EffectControlPoint effectPoint, TaikoMascotAnimationState playfieldState)
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{
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return State;
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}
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}
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}
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}
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|
@ -1,6 +1,7 @@
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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 osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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@ -11,68 +12,29 @@ 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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public class DrawableTaikoMascot : BeatSyncedContainer
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{
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private static TaikoMascotTextureAnimation idleDrawable, clearDrawable, kiaiDrawable, failDrawable;
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private 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 TaikoMascotAnimationState State { get; private set; }
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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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ShowState(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)
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{
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return 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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}
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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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@ -84,21 +46,60 @@ namespace osu.Game.Rulesets.Taiko.UI
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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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ShowState(State);
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}
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public void ShowState(TaikoMascotAnimationState state)
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{
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foreach (var child in InternalChildren)
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child.Hide();
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State = state;
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var drawable = getStateDrawable(State);
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drawable.Show();
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}
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private TaikoMascotTextureAnimation getStateDrawable(TaikoMascotAnimationState state)
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{
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switch (state)
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{
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case TaikoMascotAnimationState.Idle:
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return idleDrawable;
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case TaikoMascotAnimationState.Clear:
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return clearDrawable;
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case TaikoMascotAnimationState.Kiai:
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return kiaiDrawable;
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case TaikoMascotAnimationState.Fail:
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return failDrawable;
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default:
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throw new ArgumentException($"There's no case for animation state ${state} available", nameof(state));
|
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}
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}
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protected virtual TaikoMascotAnimationState GetFinalAnimationState(EffectControlPoint effectPoint, TaikoMascotAnimationState playfieldState)
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{
|
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if (playfieldState == TaikoMascotAnimationState.Fail)
|
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return playfieldState;
|
||||
|
||||
return effectPoint.KiaiMode ? TaikoMascotAnimationState.Kiai : TaikoMascotAnimationState.Idle;
|
||||
}
|
||||
|
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
|
||||
{
|
||||
base.OnNewBeat(beatIndex, timingPoint, effectPoint, amplitudes);
|
||||
|
||||
if (!Dumb)
|
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State = getFinalAnimationState(lastEffectControlPoint = effectPoint, PlayfieldState.Value);
|
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var state = GetFinalAnimationState(lastEffectControlPoint = effectPoint, PlayfieldState.Value);
|
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ShowState(state);
|
||||
|
||||
if (State == TaikoMascotAnimationState.Clear)
|
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if (state == TaikoMascotAnimationState.Clear)
|
||||
return;
|
||||
|
||||
var drawable = getStateDrawable(State);
|
||||
var drawable = getStateDrawable(state);
|
||||
drawable.Move();
|
||||
}
|
||||
}
|
||||
|
@ -1,6 +1,7 @@
|
||||
// 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.Graphics;
|
||||
using osu.Framework.Graphics.Animations;
|
||||
@ -39,7 +40,7 @@ namespace osu.Game.Rulesets.Taiko.UI
|
||||
{
|
||||
foreach (var textureIndex in clear_animation_sequence)
|
||||
{
|
||||
var textureName = _getStateTextureName(textureIndex);
|
||||
var textureName = getStateTextureName(textureIndex);
|
||||
Texture texture = skin.GetTexture(textureName);
|
||||
|
||||
if (texture == null)
|
||||
@ -52,7 +53,7 @@ namespace osu.Game.Rulesets.Taiko.UI
|
||||
{
|
||||
for (int i = 0; true; i++)
|
||||
{
|
||||
var textureName = _getStateTextureName(i);
|
||||
var textureName = getStateTextureName(i);
|
||||
Texture texture = skin.GetTexture(textureName);
|
||||
|
||||
if (texture == null)
|
||||
@ -63,10 +64,13 @@ namespace osu.Game.Rulesets.Taiko.UI
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Advances the current frame by one.</summary>
|
||||
/// <summary>
|
||||
/// Advances the current frame by one.
|
||||
/// </summary>
|
||||
public void Move()
|
||||
{
|
||||
if (FrameCount == 0) // Frames are apparently broken
|
||||
// Check whether there are frames before causing a crash.
|
||||
if (FrameCount == 0)
|
||||
return;
|
||||
|
||||
if (FrameCount <= currentFrame)
|
||||
@ -77,18 +81,27 @@ namespace osu.Game.Rulesets.Taiko.UI
|
||||
currentFrame += 1;
|
||||
}
|
||||
|
||||
private string _getStateTextureName(int i) => $"pippidon{_getStateString(State)}{i}";
|
||||
private string getStateTextureName(int i) => $"pippidon{getStateString(State)}{i}";
|
||||
|
||||
private string _getStateString(TaikoMascotAnimationState state)
|
||||
private string getStateString(TaikoMascotAnimationState state)
|
||||
{
|
||||
return state switch
|
||||
switch (state)
|
||||
{
|
||||
TaikoMascotAnimationState.Clear => "clear",
|
||||
TaikoMascotAnimationState.Fail => "fail",
|
||||
TaikoMascotAnimationState.Idle => "idle",
|
||||
TaikoMascotAnimationState.Kiai => "kiai",
|
||||
_ => null
|
||||
};
|
||||
case TaikoMascotAnimationState.Clear:
|
||||
return "clear";
|
||||
|
||||
case TaikoMascotAnimationState.Fail:
|
||||
return "fail";
|
||||
|
||||
case TaikoMascotAnimationState.Idle:
|
||||
return "idle";
|
||||
|
||||
case TaikoMascotAnimationState.Kiai:
|
||||
return "kiai";
|
||||
|
||||
default:
|
||||
throw new ArgumentException($"There's no case for animation state ${state} available", nameof(state));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -282,9 +282,8 @@ namespace osu.Game.Rulesets.Taiko.UI
|
||||
mascot.PlayfieldState.Value = isFailing ? TaikoMascotAnimationState.Fail : TaikoMascotAnimationState.Idle;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal class ProxyContainer : LifetimeManagementContainer
|
||||
private class ProxyContainer : LifetimeManagementContainer
|
||||
{
|
||||
public new MarginPadding Padding
|
||||
{
|
||||
@ -293,4 +292,5 @@ namespace osu.Game.Rulesets.Taiko.UI
|
||||
|
||||
public void Add(Drawable proxy) => AddInternal(proxy);
|
||||
}
|
||||
}
|
||||
}
|
||||
|