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osu-lazer/osu.Game.Rulesets.Taiko/UI/TaikoMascotTextureAnimation.cs
2020-04-27 23:18:40 +02:00

110 lines
3.2 KiB
C#

// 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;
using osu.Game.Skinning;
namespace osu.Game.Rulesets.Taiko.UI
{
public sealed class TaikoMascotTextureAnimation : 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 };
private int currentFrame;
public TaikoMascotAnimationState State { get; }
public TaikoMascotTextureAnimation(TaikoMascotAnimationState state)
: base(true)
{
State = state;
// We're animating on beat if it's not the clear animation
if (state == TaikoMascotAnimationState.Clear)
DefaultFrameLength = clear_animation_speed;
else
this.Stop();
Origin = Anchor.BottomLeft;
Anchor = Anchor.BottomLeft;
}
[BackgroundDependencyLoader]
private void load(ISkinSource skin)
{
if (State == TaikoMascotAnimationState.Clear)
{
foreach (var textureIndex in clear_animation_sequence)
{
if (!addFrame(skin, textureIndex))
break;
}
}
else
{
for (int i = 0; true; i++)
{
if (!addFrame(skin, i))
break;
}
}
}
private bool addFrame(ISkinSource skin, int textureIndex)
{
var textureName = getStateTextureName(textureIndex);
var texture = skin.GetTexture(textureName);
if (texture == null)
return false;
AddFrame(texture);
return true;
}
/// <summary>
/// Advances the current frame by one.
/// </summary>
public void Move()
{
// Check whether there are frames before causing a crash.
if (FrameCount == 0)
return;
if (currentFrame >= FrameCount)
currentFrame = 0;
GotoFrame(currentFrame);
currentFrame += 1;
}
private string getStateTextureName(int i) => $"pippidon{getStateString(State)}{i}";
private string getStateString(TaikoMascotAnimationState state)
{
switch (state)
{
case TaikoMascotAnimationState.Clear:
return "clear";
case TaikoMascotAnimationState.Fail:
return "fail";
case TaikoMascotAnimationState.Idle:
return "idle";
case TaikoMascotAnimationState.Kiai:
return "kiai";
default:
throw new ArgumentException($"There's no case for animation state ${state} available", nameof(state));
}
}
}
}