// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Collections.Generic; using osu.Framework.Allocation; using osu.Framework.Audio.Track; using osu.Framework.Bindables; using osu.Framework.Extensions.IEnumerableExtensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Textures; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Graphics.Containers; using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Taiko.Judgements; using osu.Game.Screens.Play; namespace osu.Game.Rulesets.Taiko.UI { public class DrawableTaikoMascot : BeatSyncedContainer { public readonly Bindable State; public readonly Bindable LastResult; private readonly Dictionary animations; private TaikoMascotAnimation currentAnimation; private bool lastObjectHit = true; private bool kiaiMode; public DrawableTaikoMascot(TaikoMascotAnimationState startingState = TaikoMascotAnimationState.Idle) { Origin = Anchor = Anchor.BottomLeft; State = new Bindable(startingState); LastResult = new Bindable(); animations = new Dictionary(); } [BackgroundDependencyLoader(true)] private void load(TextureStore textures, GameplayState gameplayState) { InternalChildren = new[] { animations[TaikoMascotAnimationState.Idle] = new TaikoMascotAnimation(TaikoMascotAnimationState.Idle), animations[TaikoMascotAnimationState.Clear] = new TaikoMascotAnimation(TaikoMascotAnimationState.Clear), animations[TaikoMascotAnimationState.Kiai] = new TaikoMascotAnimation(TaikoMascotAnimationState.Kiai), animations[TaikoMascotAnimationState.Fail] = new TaikoMascotAnimation(TaikoMascotAnimationState.Fail), }; if (gameplayState != null) ((IBindable)LastResult).BindTo(gameplayState.LastJudgementResult); } protected override void LoadComplete() { base.LoadComplete(); animations.Values.ForEach(animation => animation.Hide()); State.BindValueChanged(mascotStateChanged, true); LastResult.BindValueChanged(onNewResult); } private void onNewResult(ValueChangedEvent resultChangedEvent) { var result = resultChangedEvent.NewValue; if (result == null) return; // TODO: missing support for clear/fail state transition at end of beatmap gameplay if (triggerComboClear(result) || triggerSwellClear(result)) { State.Value = TaikoMascotAnimationState.Clear; // always consider a clear equivalent to a hit to avoid clear -> miss transitions lastObjectHit = true; } if (!result.Type.AffectsCombo()) return; lastObjectHit = result.IsHit; } protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes) { kiaiMode = effectPoint.KiaiMode; } protected override void Update() { base.Update(); State.Value = getNextState(); } private TaikoMascotAnimationState getNextState() { // don't change state if current animation is still playing (and we haven't rewound before it). // used for clear state - others are manually animated on new beats. if (currentAnimation?.Completed == false && currentAnimation.DisplayTime <= Time.Current) return State.Value; if (!lastObjectHit) return TaikoMascotAnimationState.Fail; return kiaiMode ? TaikoMascotAnimationState.Kiai : TaikoMascotAnimationState.Idle; } private void mascotStateChanged(ValueChangedEvent state) { currentAnimation?.Hide(); currentAnimation = animations[state.NewValue]; currentAnimation.Show(); } private bool triggerComboClear(JudgementResult judgementResult) => (judgementResult.ComboAtJudgement + 1) % 50 == 0 && judgementResult.Type.AffectsCombo() && judgementResult.IsHit; private bool triggerSwellClear(JudgementResult judgementResult) => judgementResult.Judgement is TaikoSwellJudgement && judgementResult.IsHit; } }