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Refactor mascot animations to split logic paths
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@ -6,7 +6,6 @@ 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.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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@ -27,6 +26,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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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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typeof(TaikoMascotAnimation)
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}).ToList();
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[Cached(typeof(IScrollingInfo))]
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@ -36,23 +36,18 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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TimeRange = { Value = 5000 },
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};
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private IEnumerable<TestDrawableTaikoMascot> mascots => this.ChildrenOfType<TestDrawableTaikoMascot>();
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private IEnumerable<DrawableTaikoMascot> mascots => this.ChildrenOfType<DrawableTaikoMascot>();
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private IEnumerable<TaikoPlayfield> playfields => this.ChildrenOfType<TaikoPlayfield>();
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[Test]
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public void TestStateTextures()
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public void TestStateAnimations()
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{
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AddStep("set beatmap", () => setBeatmap());
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AddStep("create mascot", () =>
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{
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SetContents(() => new TestDrawableTaikoMascot());
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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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AddStep("idle state", () => setState(TaikoMascotAnimationState.Idle));
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AddStep("clear state", () => SetContents(() => new TaikoMascotAnimation(TaikoMascotAnimationState.Clear)));
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AddStep("idle state", () => SetContents(() => new TaikoMascotAnimation(TaikoMascotAnimationState.Idle)));
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AddStep("kiai state", () => SetContents(() => new TaikoMascotAnimation(TaikoMascotAnimationState.Kiai)));
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AddStep("fail state", () => SetContents(() => new TaikoMascotAnimation(TaikoMascotAnimationState.Fail)));
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}
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[Test]
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@ -126,12 +121,6 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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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.State.Value = state;
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}
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private void addJudgement(HitResult result)
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{
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foreach (var playfield in playfields)
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@ -144,15 +133,5 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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}
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private bool assertState(TaikoMascotAnimationState state) => mascots.All(d => d.State.Value == state);
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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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public new Bindable<TaikoMascotAnimationState> State => base.State;
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}
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}
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}
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@ -17,9 +17,10 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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public class DrawableTaikoMascot : BeatSyncedContainer
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{
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protected Bindable<TaikoMascotAnimationState> State { get; }
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public IBindable<TaikoMascotAnimationState> State => state;
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private readonly Dictionary<TaikoMascotAnimationState, TaikoMascotTextureAnimation> animations;
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private readonly Bindable<TaikoMascotAnimationState> state;
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private readonly Dictionary<TaikoMascotAnimationState, TaikoMascotAnimation> animations;
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private Drawable currentAnimation;
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private bool lastHitMissed;
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@ -29,8 +30,8 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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RelativeSizeAxes = Axes.Both;
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State = new Bindable<TaikoMascotAnimationState>(startingState);
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animations = new Dictionary<TaikoMascotAnimationState, TaikoMascotTextureAnimation>();
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state = new Bindable<TaikoMascotAnimationState>(startingState);
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animations = new Dictionary<TaikoMascotAnimationState, TaikoMascotAnimation>();
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}
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[BackgroundDependencyLoader]
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@ -38,10 +39,10 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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InternalChildren = new[]
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{
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animations[TaikoMascotAnimationState.Idle] = new TaikoMascotTextureAnimation(TaikoMascotAnimationState.Idle),
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animations[TaikoMascotAnimationState.Clear] = new TaikoMascotTextureAnimation(TaikoMascotAnimationState.Clear),
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animations[TaikoMascotAnimationState.Kiai] = new TaikoMascotTextureAnimation(TaikoMascotAnimationState.Kiai),
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animations[TaikoMascotAnimationState.Fail] = new TaikoMascotTextureAnimation(TaikoMascotAnimationState.Fail),
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animations[TaikoMascotAnimationState.Idle] = new TaikoMascotAnimation(TaikoMascotAnimationState.Idle),
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animations[TaikoMascotAnimationState.Clear] = new TaikoMascotAnimation(TaikoMascotAnimationState.Clear),
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animations[TaikoMascotAnimationState.Kiai] = new TaikoMascotAnimation(TaikoMascotAnimationState.Kiai),
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animations[TaikoMascotAnimationState.Fail] = new TaikoMascotAnimation(TaikoMascotAnimationState.Fail),
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};
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updateState();
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@ -69,7 +70,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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private void updateState()
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{
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State.Value = getNextState();
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state.Value = getNextState();
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}
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private TaikoMascotAnimationState getNextState()
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116
osu.Game.Rulesets.Taiko/UI/TaikoMascotAnimation.cs
Normal file
116
osu.Game.Rulesets.Taiko/UI/TaikoMascotAnimation.cs
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@ -0,0 +1,116 @@
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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.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.Beatmaps.ControlPoints;
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using osu.Game.Graphics.Containers;
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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 TaikoMascotAnimation : BeatSyncedContainer
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{
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private readonly TextureAnimation textureAnimation;
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private int currentFrame;
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public TaikoMascotAnimation(TaikoMascotAnimationState state)
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{
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InternalChild = textureAnimation = createTextureAnimation(state).With(animation =>
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{
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animation.Origin = animation.Anchor = Anchor.BottomLeft;
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RelativeSizeAxes = Axes.Both;
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});
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RelativeSizeAxes = Axes.Both;
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Origin = Anchor = Anchor.BottomLeft;
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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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// assume that if the animation is playing on its own, it's independent from the beat and doesn't need to be touched.
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if (textureAnimation.FrameCount == 0 || textureAnimation.IsPlaying)
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return;
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textureAnimation.GotoFrame(currentFrame);
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currentFrame = (currentFrame + 1) % textureAnimation.FrameCount;
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}
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private static TextureAnimation createTextureAnimation(TaikoMascotAnimationState state)
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{
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switch (state)
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{
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case TaikoMascotAnimationState.Clear:
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return new ClearMascotTextureAnimation();
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case TaikoMascotAnimationState.Idle:
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case TaikoMascotAnimationState.Kiai:
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case TaikoMascotAnimationState.Fail:
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return new ManualMascotTextureAnimation(state);
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default:
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throw new ArgumentOutOfRangeException(nameof(state), $"Mascot animations for state {state} are not supported");
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}
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}
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private class ManualMascotTextureAnimation : TextureAnimation
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{
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private readonly TaikoMascotAnimationState state;
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public ManualMascotTextureAnimation(TaikoMascotAnimationState state)
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{
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this.state = state;
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IsPlaying = false;
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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 frameIndex = 0; true; frameIndex++)
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{
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var texture = getAnimationFrame(skin, state, frameIndex);
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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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private class ClearMascotTextureAnimation : 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 = { 0, 1, 2, 3, 4, 5, 6, 5, 6, 5, 4, 3, 2, 1, 0 };
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public ClearMascotTextureAnimation()
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{
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DefaultFrameLength = clear_animation_speed;
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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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foreach (var frameIndex in clear_animation_sequence)
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{
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var texture = getAnimationFrame(skin, TaikoMascotAnimationState.Clear, frameIndex);
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if (texture == null)
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continue;
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AddFrame(texture);
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}
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}
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}
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private static Texture getAnimationFrame(ISkinSource skin, TaikoMascotAnimationState state, int frameIndex)
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=> skin.GetTexture($"pippidon{state.ToString().ToLower()}{frameIndex}");
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}
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}
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@ -1,109 +0,0 @@
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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.Graphics;
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using osu.Framework.Graphics.Animations;
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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 = { 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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if (!addFrame(skin, textureIndex))
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break;
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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; true; i++)
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{
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if (!addFrame(skin, i))
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break;
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}
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}
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}
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private bool addFrame(ISkinSource skin, int textureIndex)
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{
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var textureName = getStateTextureName(textureIndex);
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var texture = skin.GetTexture(textureName);
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if (texture == null)
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return false;
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AddFrame(texture);
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return true;
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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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// Check whether there are frames before causing a crash.
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if (FrameCount == 0)
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return;
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if (currentFrame >= FrameCount)
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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)
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{
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switch (state)
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{
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case TaikoMascotAnimationState.Clear:
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return "clear";
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case TaikoMascotAnimationState.Fail:
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return "fail";
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case TaikoMascotAnimationState.Idle:
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return "idle";
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case TaikoMascotAnimationState.Kiai:
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return "kiai";
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default:
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throw new ArgumentOutOfRangeException(nameof(state), $"There's no case for animation state {state} available");
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}
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}
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}
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}
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