Add legacy circle piece animations based on combo

This commit is contained in:
Joppe27 2022-11-22 17:22:00 +01:00
parent 2e4dc7c467
commit 5343f6922c

View File

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