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Various code changes, fixes

This commit is contained in:
Craftplacer 2020-04-27 01:40:57 +02:00
parent 364f5bf788
commit dc6acf6ec9
20 changed files with 207 additions and 136 deletions

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@ -6,9 +6,9 @@ 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.Bindables;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
@ -18,7 +18,6 @@ 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
@ -38,35 +37,28 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
TimeRange = { Value = 5000 },
};
[Cached(typeof(IBindable<WorkingBeatmap>))]
private Bindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
private readonly List<DrawableTaikoMascot> mascots = new List<DrawableTaikoMascot>();
private readonly List<SkinnableDrawable> skinnables = new List<SkinnableDrawable>();
private readonly List<TaikoPlayfield> playfields = new List<TaikoPlayfield>();
private readonly List<DrawableTaikoRuleset> rulesets = new List<DrawableTaikoRuleset>();
[Test]
public void TestStateTextures()
{
AddStep("Set beatmap", () => setBeatmap());
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)
SetContents(() =>
{
if (skinnable.Drawable is DrawableTaikoMascot mascot)
var mascot = new TestDrawableTaikoMascot();
mascots.Add(mascot);
}
return mascot;
});
});
AddStep("Clear state", () => setState(TaikoMascotAnimationState.Clear));
@ -76,59 +68,25 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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", () =>
AddStep("Set beatmap", () => setBeatmap());
AddStep("Create ruleset", () =>
{
playfields.Clear();
rulesets.Clear();
SetContents(() =>
{
var playfield = new TaikoPlayfield(new ControlPointInfo())
{
Height = 0.4f,
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
};
playfields.Add(playfield);
return playfield;
var ruleset = new TaikoRuleset();
var drawableRuleset = new DrawableTaikoRuleset(ruleset, beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
rulesets.Add(drawableRuleset);
return drawableRuleset;
});
});
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("Collect playfields", collectPlayfields);
AddStep("Collect mascots", collectMascots);
AddStep("Create hit (miss)", () =>
{
@ -136,7 +94,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
addJudgement(playfield, HitResult.Miss);
});
AddAssert("Check if state is fail", () => mascots.Where(d => d != null).All(d => d.PlayfieldState.Value == TaikoMascotAnimationState.Fail));
AddUntilStep("Wait for fail state", () => mascots.Where(d => d != null).All(d => d.State == TaikoMascotAnimationState.Fail));
AddStep("Create hit (great)", () =>
{
@ -144,12 +102,111 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
addJudgement(playfield, HitResult.Great);
});
AddAssert("Check if state is idle", () => mascots.Where(d => d != null).All(d => d.PlayfieldState.Value == TaikoMascotAnimationState.Idle));
AddUntilStep("Wait for idle state", () => mascots.Where(d => d != null).All(d => d.State == TaikoMascotAnimationState.Idle));
}
[Test]
public void TestKiai()
{
AddStep("Set beatmap", () => setBeatmap(true));
AddUntilStep("Wait for beatmap to be loaded", () => beatmap.Value.Track.IsLoaded);
AddStep("Create kiai ruleset", () =>
{
beatmap.Value.Track.Start();
rulesets.Clear();
SetContents(() =>
{
var ruleset = new TaikoRuleset();
var drawableRuleset = new DrawableTaikoRuleset(ruleset, beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
rulesets.Add(drawableRuleset);
return drawableRuleset;
});
});
AddStep("Collect playfields", collectPlayfields);
AddStep("Collect mascots", collectMascots);
AddUntilStep("Wait for fail state", () => mascots.Where(d => d != null).All(d => d.State == TaikoMascotAnimationState.Fail));
AddStep("Create hit (great)", () =>
{
foreach (var playfield in playfields)
addJudgement(playfield, HitResult.Great);
});
AddUntilStep("Wait for kiai state", () => mascots.Where(d => d != null).All(d => d.State == TaikoMascotAnimationState.Kiai));
}
private void setBeatmap(bool kiai = false)
{
var controlPointInfo = new ControlPointInfo();
controlPointInfo.Add(0, new TimingControlPoint { BeatLength = 90 });
if (kiai)
controlPointInfo.Add(0, new EffectControlPoint { KiaiMode = true });
beatmap.Value = CreateWorkingBeatmap(new Beatmap
{
HitObjects = new List<HitObject> { new Hit { Type = HitType.Centre } },
BeatmapInfo = new BeatmapInfo
{
BaseDifficulty = new BeatmapDifficulty(),
Metadata = new BeatmapMetadata
{
Artist = @"Unknown",
Title = @"Sample Beatmap",
AuthorString = @"Craftplacer",
},
Ruleset = new TaikoRuleset().RulesetInfo
},
ControlPointInfo = controlPointInfo
});
}
private void setState(TaikoMascotAnimationState state)
{
foreach (var mascot in mascots)
mascot?.ShowState(state);
}
private void collectPlayfields()
{
playfields.Clear();
foreach (var ruleset in rulesets) playfields.Add(ruleset.ChildrenOfType<TaikoPlayfield>().Single());
}
private void collectMascots()
{
mascots.Clear();
foreach (var playfield in playfields)
{
var mascot = playfield.ChildrenOfType<DrawableTaikoMascot>()
.SingleOrDefault();
if (mascot != null) mascots.Add(mascot);
}
}
private void addJudgement(TaikoPlayfield playfield, HitResult result)
{
playfield.OnNewResult(new DrawableRimHit(new Hit()), new JudgementResult(new HitObject(), new TaikoJudgement()) { Type = result });
}
private class TestDrawableTaikoMascot : DrawableTaikoMascot
{
public TestDrawableTaikoMascot(TaikoMascotAnimationState startingState = TaikoMascotAnimationState.Idle)
: base(startingState)
{
}
protected override TaikoMascotAnimationState GetFinalAnimationState(EffectControlPoint effectPoint, TaikoMascotAnimationState playfieldState)
{
return State;
}
}
}
}

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@ -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.Audio.Track;
using osu.Framework.Bindables;
@ -11,68 +12,29 @@ using osu.Game.Graphics.Containers;
namespace osu.Game.Rulesets.Taiko.UI
{
public sealed class DrawableTaikoMascot : BeatSyncedContainer
public class DrawableTaikoMascot : BeatSyncedContainer
{
private static TaikoMascotTextureAnimation idleDrawable, clearDrawable, kiaiDrawable, failDrawable;
private 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 TaikoMascotAnimationState State { get; private set; }
public DrawableTaikoMascot(TaikoMascotAnimationState startingState = TaikoMascotAnimationState.Idle)
{
RelativeSizeAxes = Axes.Both;
PlayfieldState = new Bindable<TaikoMascotAnimationState>();
PlayfieldState.BindValueChanged(b =>
{
if (lastEffectControlPoint != null)
State = getFinalAnimationState(lastEffectControlPoint, b.NewValue);
ShowState(GetFinalAnimationState(lastEffectControlPoint, b.NewValue));
});
State = startingState;
}
private TaikoMascotTextureAnimation getStateDrawable(TaikoMascotAnimationState state)
{
return 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)
{
@ -84,21 +46,60 @@ namespace osu.Game.Rulesets.Taiko.UI
failDrawable = new TaikoMascotTextureAnimation(TaikoMascotAnimationState.Fail),
};
// making sure we have the correct sprite set
ShowState(State);
}
public void ShowState(TaikoMascotAnimationState state)
{
foreach (var child in InternalChildren)
child.Hide();
State = state;
var drawable = getStateDrawable(State);
drawable.Show();
}
private TaikoMascotTextureAnimation getStateDrawable(TaikoMascotAnimationState state)
{
switch (state)
{
case TaikoMascotAnimationState.Idle:
return idleDrawable;
case TaikoMascotAnimationState.Clear:
return clearDrawable;
case TaikoMascotAnimationState.Kiai:
return kiaiDrawable;
case TaikoMascotAnimationState.Fail:
return failDrawable;
default:
throw new ArgumentException($"There's no case for animation state ${state} available", nameof(state));
}
}
protected virtual TaikoMascotAnimationState GetFinalAnimationState(EffectControlPoint effectPoint, TaikoMascotAnimationState playfieldState)
{
if (playfieldState == TaikoMascotAnimationState.Fail)
return playfieldState;
return effectPoint.KiaiMode ? TaikoMascotAnimationState.Kiai : TaikoMascotAnimationState.Idle;
}
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);
var state = GetFinalAnimationState(lastEffectControlPoint = effectPoint, PlayfieldState.Value);
ShowState(state);
if (State == TaikoMascotAnimationState.Clear)
if (state == TaikoMascotAnimationState.Clear)
return;
var drawable = getStateDrawable(State);
var drawable = getStateDrawable(state);
drawable.Move();
}
}

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@ -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));
}
}
}
}

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@ -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);
}
}
}