Split out base logic from LegacyHit into LegacyCirclePiece

This commit is contained in:
Dean Herbert 2020-04-15 17:50:37 +09:00
parent eb165840cb
commit 45d88b70f8
3 changed files with 99 additions and 67 deletions

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@ -24,6 +24,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
typeof(DrawableCentreHit),
typeof(DrawableRimHit),
typeof(LegacyHit),
typeof(LegacyCirclePiece),
}).ToList();
[BackgroundDependencyLoader]

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@ -0,0 +1,96 @@
// 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 osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Animations;
using osu.Framework.Graphics.Containers;
using osu.Game.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Objects.Drawables;
using osu.Game.Skinning;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Taiko.Skinning
{
public class LegacyCirclePiece : CompositeDrawable, IHasAccentColour
{
private Drawable backgroundLayer;
public LegacyCirclePiece()
{
RelativeSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader]
private void load(ISkinSource skin, DrawableHitObject drawableHitObject)
{
Drawable getDrawableFor(string lookup)
{
const string normal_hit = "taikohit";
const string big_hit = "taikobig";
string prefix = ((drawableHitObject as DrawableTaikoHitObject)?.HitObject.IsStrong ?? false) ? big_hit : normal_hit;
return skin.GetAnimation($"{prefix}{lookup}", true, false) ??
// fallback to regular size if "big" version doesn't exist.
skin.GetAnimation($"{normal_hit}{lookup}", true, false);
}
// backgroundLayer is guaranteed to exist due to the pre-check in TaikoLegacySkinTransformer.
AddInternal(backgroundLayer = getDrawableFor("circle"));
var foregroundLayer = getDrawableFor("circleoverlay");
if (foregroundLayer != null)
AddInternal(foregroundLayer);
// Animations in taiko skins are used in a custom way (>150 combo and animating in time with beat).
// For now just stop at first frame for sanity.
foreach (var c in InternalChildren)
{
(c as IFramedAnimation)?.Stop();
c.Anchor = Anchor.Centre;
c.Origin = Anchor.Centre;
}
}
protected override void LoadComplete()
{
base.LoadComplete();
updateAccentColour();
}
protected override void Update()
{
base.Update();
// Not all skins (including the default osu-stable) have similar sizes for "hitcircle" and "hitcircleoverlay".
// This ensures they are scaled relative to each other but also match the expected DrawableHit size.
foreach (var c in InternalChildren)
c.Scale = new Vector2(DrawHeight / 128);
}
private Color4 accentColour;
public Color4 AccentColour
{
get => accentColour;
set
{
if (value == accentColour)
return;
accentColour = value;
if (IsLoaded)
updateAccentColour();
}
}
private void updateAccentColour()
{
backgroundLayer.Colour = accentColour;
}
}
}

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@ -2,90 +2,25 @@
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Animations;
using osu.Framework.Graphics.Containers;
using osu.Game.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Objects.Drawables;
using osu.Game.Skinning;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Taiko.Skinning
{
public class LegacyHit : CompositeDrawable, IHasAccentColour
public class LegacyHit : LegacyCirclePiece
{
private readonly TaikoSkinComponents component;
private Drawable backgroundLayer;
public LegacyHit(TaikoSkinComponents component)
{
this.component = component;
RelativeSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader]
private void load(ISkinSource skin, DrawableHitObject drawableHitObject)
private void load()
{
Drawable getDrawableFor(string lookup)
{
const string normal_hit = "taikohit";
const string big_hit = "taikobig";
string prefix = ((drawableHitObject as DrawableTaikoHitObject)?.HitObject.IsStrong ?? false) ? big_hit : normal_hit;
return skin.GetAnimation($"{prefix}{lookup}", true, false) ??
// fallback to regular size if "big" version doesn't exist.
skin.GetAnimation($"{normal_hit}{lookup}", true, false);
}
// backgroundLayer is guaranteed to exist due to the pre-check in TaikoLegacySkinTransformer.
AddInternal(backgroundLayer = getDrawableFor("circle"));
var foregroundLayer = getDrawableFor("circleoverlay");
if (foregroundLayer != null)
AddInternal(foregroundLayer);
// Animations in taiko skins are used in a custom way (>150 combo and animating in time with beat).
// For now just stop at first frame for sanity.
foreach (var c in InternalChildren)
{
(c as IFramedAnimation)?.Stop();
c.Anchor = Anchor.Centre;
c.Origin = Anchor.Centre;
}
AccentColour = component == TaikoSkinComponents.CentreHit
? new Color4(235, 69, 44, 255)
: new Color4(67, 142, 172, 255);
}
protected override void Update()
{
base.Update();
// Not all skins (including the default osu-stable) have similar sizes for "hitcircle" and "hitcircleoverlay".
// This ensures they are scaled relative to each other but also match the expected DrawableHit size.
foreach (var c in InternalChildren)
c.Scale = new Vector2(DrawWidth / 128);
}
private Color4 accentColour;
public Color4 AccentColour
{
get => accentColour;
set
{
if (value == accentColour)
return;
backgroundLayer.Colour = accentColour = value;
}
}
}
}