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Add legacy circle piece animations based on combo
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@ -2,13 +2,16 @@
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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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.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK.Graphics;
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@ -18,6 +21,13 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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public class LegacyCirclePiece : CompositeDrawable, IHasAccentColour
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{
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private Drawable backgroundLayer = null!;
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private Drawable? foregroundLayer;
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private Bindable<int> currentCombo { get; } = new BindableInt();
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private int animationFrame;
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private int multiplier;
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private double beatLength;
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// required for editor blueprints (not sure why these circle pieces are zero size).
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public override Quad ScreenSpaceDrawQuad => backgroundLayer.ScreenSpaceDrawQuad;
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@ -27,6 +37,12 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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RelativeSizeAxes = Axes.Both;
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}
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[Resolved]
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private GameplayState? gameplayState { get; set; }
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[Resolved]
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private IBeatSyncProvider? beatSyncProvider { get; set; }
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[BackgroundDependencyLoader]
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private void load(ISkinSource skin, DrawableHitObject drawableHitObject)
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{
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@ -45,7 +61,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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// backgroundLayer is guaranteed to exist due to the pre-check in TaikoLegacySkinTransformer.
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AddInternal(backgroundLayer = new LegacyKiaiFlashingDrawable(() => getDrawableFor("circle")));
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var foregroundLayer = getDrawableFor("circleoverlay");
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foregroundLayer = getDrawableFor("circleoverlay");
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if (foregroundLayer != null)
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AddInternal(foregroundLayer);
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@ -58,6 +74,9 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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c.Anchor = Anchor.Centre;
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c.Origin = Anchor.Centre;
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}
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if (gameplayState != null)
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currentCombo.BindTo(gameplayState.ScoreProcessor.Combo);
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}
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protected override void LoadComplete()
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@ -74,6 +93,29 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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// This ensures they are scaled relative to each other but also match the expected DrawableHit size.
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foreach (var c in InternalChildren)
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c.Scale = new Vector2(DrawHeight / 128);
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if (currentCombo.Value >= 150)
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{
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multiplier = 2;
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}
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else if (currentCombo.Value >= 50)
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{
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multiplier = 1;
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}
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else
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{
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(foregroundLayer as IFramedAnimation)?.GotoFrame(0);
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return;
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}
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if (beatSyncProvider?.ControlPoints != null)
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{
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beatLength = beatSyncProvider.ControlPoints.TimingPointAt(LifetimeStart).BeatLength;
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animationFrame = Time.Current % ((beatLength * 2) / multiplier) >= beatLength / multiplier ? 0 : 1;
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(foregroundLayer as IFramedAnimation)?.GotoFrame(animationFrame);
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}
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}
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private Color4 accentColour;
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