diff --git a/osu.Game.Rulesets.Taiko.Tests/TestSceneTaikoPlayfield.cs b/osu.Game.Rulesets.Taiko.Tests/TestSceneTaikoPlayfield.cs index 6f9856df83..3c84d900a6 100644 --- a/osu.Game.Rulesets.Taiko.Tests/TestSceneTaikoPlayfield.cs +++ b/osu.Game.Rulesets.Taiko.Tests/TestSceneTaikoPlayfield.cs @@ -247,10 +247,6 @@ namespace osu.Game.Rulesets.Taiko.Tests : base(hitObject) { } - - protected override void UpdateState(ArmedState state) - { - } } } } diff --git a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableBarLine.cs b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableBarLine.cs index f8909fb98c..bf89f7e15b 100644 --- a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableBarLine.cs +++ b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableBarLine.cs @@ -53,9 +53,5 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables Alpha = 0.75f }); } - - protected override void UpdateState(ArmedState state) - { - } } } diff --git a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableDrumRoll.cs b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableDrumRoll.cs index 9b4df74a61..f4407a7b54 100644 --- a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableDrumRoll.cs +++ b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableDrumRoll.cs @@ -88,13 +88,13 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables ApplyResult(r => r.Type = HitResult.Miss); } - protected override void UpdateState(ArmedState state) + protected override void UpdateStateTransforms(ArmedState state) { switch (state) { case ArmedState.Hit: case ArmedState.Miss: - this.FadeOut(100).Expire(); + this.Delay(HitObject.Duration).FadeOut(100).Expire(); break; } } diff --git a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableDrumRollTick.cs b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableDrumRollTick.cs index 9259c693d9..cef9a53deb 100644 --- a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableDrumRollTick.cs +++ b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableDrumRollTick.cs @@ -39,7 +39,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables ApplyResult(r => r.Type = HitResult.Great); } - protected override void UpdateState(ArmedState state) + protected override void UpdateStateTransforms(ArmedState state) { switch (state) { diff --git a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs index 34ae7db984..fa45067210 100644 --- a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs +++ b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs @@ -92,56 +92,42 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables Size = BaseSize * Parent.RelativeChildSize; } - protected override void UpdateState(ArmedState state) + protected override void UpdateStateTransforms(ArmedState state) { - // TODO: update to use new state management. - var circlePiece = MainPiece as CirclePiece; - circlePiece?.FlashBox.FinishTransforms(); - - var offset = !AllJudged ? 0 : Time.Current - HitObject.StartTime; - - using (BeginDelayedSequence(HitObject.StartTime - Time.Current + offset, true)) + switch (state) { - switch (State.Value) - { - case ArmedState.Idle: - validActionPressed = false; + case ArmedState.Idle: + validActionPressed = false; - UnproxyContent(); - this.Delay(HitObject.HitWindows.HalfWindowFor(HitResult.Miss)).Expire(); - break; + UnproxyContent(); + this.Delay(HitObject.HitWindows.HalfWindowFor(HitResult.Miss)).Expire(); + break; - case ArmedState.Miss: - this.FadeOut(100) - .Expire(); - break; + case ArmedState.Miss: + this.FadeOut(100) + .Expire(); + break; - case ArmedState.Hit: - // If we're far enough away from the left stage, we should bring outselves in front of it - ProxyContent(); + case ArmedState.Hit: + // If we're far enough away from the left stage, we should bring outselves in front of it + ProxyContent(); - var flash = circlePiece?.FlashBox; + var flash = (MainPiece as CirclePiece)?.FlashBox; + flash?.FadeTo(0.9f).FadeOut(300); - if (flash != null) - { - flash.FadeTo(0.9f); - flash.FadeOut(300); - } + const float gravity_time = 300; + const float gravity_travel_height = 200; - const float gravity_time = 300; - const float gravity_travel_height = 200; + this.ScaleTo(0.8f, gravity_time * 2, Easing.OutQuad); - this.ScaleTo(0.8f, gravity_time * 2, Easing.OutQuad); + this.MoveToY(-gravity_travel_height, gravity_time, Easing.Out) + .Then() + .MoveToY(gravity_travel_height * 2, gravity_time * 2, Easing.In); - this.MoveToY(-gravity_travel_height, gravity_time, Easing.Out) - .Then() - .MoveToY(gravity_travel_height * 2, gravity_time * 2, Easing.In); + this.FadeOut(800) + .Expire(); - this.FadeOut(800) - .Expire(); - - break; - } + break; } } diff --git a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableStrongNestedHit.cs b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableStrongNestedHit.cs index 98a2e8a721..108e42eea5 100644 --- a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableStrongNestedHit.cs +++ b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableStrongNestedHit.cs @@ -18,9 +18,5 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables { MainObject = mainObject; } - - protected override void UpdateState(ArmedState state) - { - } } } diff --git a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableSwell.cs b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableSwell.cs index 82448ec7d5..094ad1230f 100644 --- a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableSwell.cs +++ b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableSwell.cs @@ -25,6 +25,11 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables private const float target_ring_scale = 5f; private const float inner_ring_alpha = 0.65f; + /// + /// Offset away from the start time of the swell at which the ring starts appearing. + /// + private const double ring_appear_offset = 100; + private readonly List ticks = new List(); private readonly Container bodyContainer; @@ -179,26 +184,34 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables } } - protected override void UpdateState(ArmedState state) + protected override void UpdateInitialTransforms() { - const float preempt = 100; - const float out_transition_time = 300; + base.UpdateInitialTransforms(); + + using (BeginAbsoluteSequence(HitObject.StartTime - ring_appear_offset, true)) + targetRing.ScaleTo(target_ring_scale, 400, Easing.OutQuint); + } + + protected override void UpdateStateTransforms(ArmedState state) + { + const double transition_duration = 300; switch (state) { case ArmedState.Idle: - UnproxyContent(); expandingRing.FadeTo(0); - using (BeginAbsoluteSequence(HitObject.StartTime - preempt, true)) - targetRing.ScaleTo(target_ring_scale, preempt * 4, Easing.OutQuint); break; case ArmedState.Miss: case ArmedState.Hit: - this.FadeOut(out_transition_time, Easing.Out); - bodyContainer.ScaleTo(1.4f, out_transition_time); + using (BeginAbsoluteSequence(Time.Current, true)) + { + this.FadeOut(transition_duration, Easing.Out); + bodyContainer.ScaleTo(1.4f, transition_duration); + + Expire(); + } - Expire(); break; } } @@ -212,9 +225,10 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables // Make the swell stop at the hit target X = Math.Max(0, X); - double t = Math.Min(HitObject.StartTime, Time.Current); - if (t == HitObject.StartTime) + if (Time.Current >= HitObject.StartTime - ring_appear_offset) ProxyContent(); + else + UnproxyContent(); } private bool? lastWasCentre; diff --git a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableSwellTick.cs b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableSwellTick.cs index 41a8fd9a75..8b27d78101 100644 --- a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableSwellTick.cs +++ b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableSwellTick.cs @@ -1,7 +1,6 @@ // Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. -using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Scoring; namespace osu.Game.Rulesets.Taiko.Objects.Drawables @@ -21,10 +20,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables { } - protected override void UpdateState(ArmedState state) - { - } - public override bool OnPressed(TaikoAction action) => false; } } diff --git a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableTaikoHitObject.cs b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableTaikoHitObject.cs index b46738c69a..a0a71a4c42 100644 --- a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableTaikoHitObject.cs +++ b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableTaikoHitObject.cs @@ -78,6 +78,8 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables public abstract bool OnPressed(TaikoAction action); public virtual bool OnReleased(TaikoAction action) => false; + protected override void UpdateInitialTransforms() => this.FadeIn(); + private class ProxiedContentContainer : Container { public override double LifetimeStart => Parent?.LifetimeStart ?? base.LifetimeStart; @@ -121,8 +123,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables } } - protected override bool UseTransformStateManagement => false; - // Normal and clap samples are handled by the drum protected override IEnumerable GetSamples() => HitObject.Samples.Where(s => s.Name != HitSampleInfo.HIT_NORMAL && s.Name != HitSampleInfo.HIT_CLAP);