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150 lines
5.3 KiB
C#
150 lines
5.3 KiB
C#
// 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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using osuTK;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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public sealed partial 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 double DisplayTime;
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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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// matches stable (https://github.com/peppy/osu-stable-reference/blob/e53980dd76857ee899f66ce519ba1597e7874f28/osu!/GameModes/Play/Rulesets/Taiko/TaikoMascot.cs#L34)
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animation.Scale = new Vector2(0.6f);
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});
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RelativeSizeAxes = Axes.Both;
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Origin = Anchor = Anchor.BottomLeft;
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// needs to be always present to prevent the animation clock consuming time spent when not present.
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AlwaysPresent = true;
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}
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public bool Completed => !textureAnimation.IsPlaying || textureAnimation.PlaybackPosition >= textureAnimation.Duration;
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public override void Show()
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{
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base.Show();
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DisplayTime = Time.Current;
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textureAnimation.Seek(0);
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}
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes 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 partial 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 source)
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{
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ISkin? skin = source.FindProvider(s => getAnimationFrame(s, state, 0) != null);
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if (skin == null) return;
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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 partial 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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Loop = false;
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}
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[BackgroundDependencyLoader]
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private void load(ISkinSource source)
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{
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ISkin? skin = source.FindProvider(s => getAnimationFrame(s, TaikoMascotAnimationState.Clear, 0) != null);
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if (skin == null) return;
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foreach (int 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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// as per https://osu.ppy.sh/help/wiki/Skinning/osu!taiko#pippidon
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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 static Texture? getAnimationFrame(ISkin skin, TaikoMascotAnimationState state, int frameIndex)
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{
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var texture = skin.GetTexture($"pippidon{state.ToString().ToLowerInvariant()}{frameIndex}");
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if (frameIndex == 0 && texture == null)
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texture = skin.GetTexture($"pippidon{state.ToString().ToLowerInvariant()}");
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return texture;
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}
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}
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}
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