// Copyright (c) ppy Pty Ltd . 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.Graphics; using osu.Framework.Graphics.Animations; using osu.Framework.Graphics.Textures; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Graphics.Containers; using osu.Game.Skinning; using osuTK; namespace osu.Game.Rulesets.Taiko.UI { public sealed class TaikoMascotAnimation : BeatSyncedContainer { private readonly TextureAnimation textureAnimation; private int currentFrame; public double DisplayTime; public TaikoMascotAnimation(TaikoMascotAnimationState state) { InternalChild = textureAnimation = createTextureAnimation(state).With(animation => { animation.Origin = animation.Anchor = Anchor.BottomLeft; animation.Scale = new Vector2(0.51f); // close enough to stable }); RelativeSizeAxes = Axes.Both; Origin = Anchor = Anchor.BottomLeft; // needs to be always present to prevent the animation clock consuming time spent when not present. AlwaysPresent = true; } public bool Completed => !textureAnimation.IsPlaying || textureAnimation.PlaybackPosition >= textureAnimation.Duration; public override void Show() { base.Show(); DisplayTime = Time.Current; textureAnimation.Seek(0); } protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes) { // assume that if the animation is playing on its own, it's independent from the beat and doesn't need to be touched. if (textureAnimation.FrameCount == 0 || textureAnimation.IsPlaying) return; textureAnimation.GotoFrame(currentFrame); currentFrame = (currentFrame + 1) % textureAnimation.FrameCount; } private static TextureAnimation createTextureAnimation(TaikoMascotAnimationState state) { switch (state) { case TaikoMascotAnimationState.Clear: return new ClearMascotTextureAnimation(); case TaikoMascotAnimationState.Idle: case TaikoMascotAnimationState.Kiai: case TaikoMascotAnimationState.Fail: return new ManualMascotTextureAnimation(state); default: throw new ArgumentOutOfRangeException(nameof(state), $"Mascot animations for state {state} are not supported"); } } private class ManualMascotTextureAnimation : TextureAnimation { private readonly TaikoMascotAnimationState state; public ManualMascotTextureAnimation(TaikoMascotAnimationState state) { this.state = state; IsPlaying = false; } [BackgroundDependencyLoader] private void load(ISkinSource skin) { for (int frameIndex = 0; true; frameIndex++) { var texture = getAnimationFrame(skin, state, frameIndex); if (texture == null) break; AddFrame(texture); } } } private class ClearMascotTextureAnimation : TextureAnimation { private const float clear_animation_speed = 1000 / 10f; private static readonly int[] clear_animation_sequence = { 0, 1, 2, 3, 4, 5, 6, 5, 6, 5, 4, 3, 2, 1, 0 }; public ClearMascotTextureAnimation() { DefaultFrameLength = clear_animation_speed; Loop = false; } [BackgroundDependencyLoader] private void load(ISkinSource skin) { foreach (var frameIndex in clear_animation_sequence) { var texture = getAnimationFrame(skin, TaikoMascotAnimationState.Clear, frameIndex); if (texture == null) // as per https://osu.ppy.sh/help/wiki/Skinning/osu!taiko#pippidon break; AddFrame(texture); } } } private static Texture getAnimationFrame(ISkin skin, TaikoMascotAnimationState state, int frameIndex) { var texture = skin.GetTexture($"pippidon{state.ToString().ToLower()}{frameIndex}"); if (frameIndex == 0 && texture == null) texture = skin.GetTexture($"pippidon{state.ToString().ToLower()}"); return texture; } } }