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https://github.com/ppy/osu
synced 2024-12-11 17:42:28 +00:00
Use transform management for taiko hit objects
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parent
d11930d90c
commit
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@ -88,13 +88,13 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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ApplyResult(r => r.Type = HitResult.Miss);
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}
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protected override void UpdateState(ArmedState state)
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protected override void UpdateStateTransforms(ArmedState state)
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{
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switch (state)
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{
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case ArmedState.Hit:
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case ArmedState.Miss:
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this.FadeOut(100).Expire();
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this.Delay(HitObject.Duration).FadeOut(100).Expire();
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break;
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}
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}
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@ -39,7 +39,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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ApplyResult(r => r.Type = HitResult.Great);
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}
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protected override void UpdateState(ArmedState state)
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protected override void UpdateStateTransforms(ArmedState state)
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{
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switch (state)
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{
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@ -92,56 +92,42 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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Size = BaseSize * Parent.RelativeChildSize;
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}
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protected override void UpdateState(ArmedState state)
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protected override void UpdateStateTransforms(ArmedState state)
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{
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// TODO: update to use new state management.
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var circlePiece = MainPiece as CirclePiece;
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circlePiece?.FlashBox.FinishTransforms();
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var offset = !AllJudged ? 0 : Time.Current - HitObject.StartTime;
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using (BeginDelayedSequence(HitObject.StartTime - Time.Current + offset, true))
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switch (state)
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{
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switch (State.Value)
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{
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case ArmedState.Idle:
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validActionPressed = false;
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case ArmedState.Idle:
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validActionPressed = false;
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UnproxyContent();
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this.Delay(HitObject.HitWindows.HalfWindowFor(HitResult.Miss)).Expire();
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break;
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UnproxyContent();
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this.Delay(HitObject.HitWindows.HalfWindowFor(HitResult.Miss)).Expire();
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break;
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case ArmedState.Miss:
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this.FadeOut(100)
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.Expire();
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break;
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case ArmedState.Miss:
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this.FadeOut(100)
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.Expire();
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break;
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case ArmedState.Hit:
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// If we're far enough away from the left stage, we should bring outselves in front of it
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ProxyContent();
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case ArmedState.Hit:
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// If we're far enough away from the left stage, we should bring outselves in front of it
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ProxyContent();
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var flash = circlePiece?.FlashBox;
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var flash = (MainPiece as CirclePiece)?.FlashBox;
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flash?.FadeTo(0.9f).FadeOut(300);
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if (flash != null)
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{
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flash.FadeTo(0.9f);
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flash.FadeOut(300);
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}
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const float gravity_time = 300;
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const float gravity_travel_height = 200;
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const float gravity_time = 300;
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const float gravity_travel_height = 200;
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this.ScaleTo(0.8f, gravity_time * 2, Easing.OutQuad);
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this.ScaleTo(0.8f, gravity_time * 2, Easing.OutQuad);
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this.MoveToY(-gravity_travel_height, gravity_time, Easing.Out)
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.Then()
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.MoveToY(gravity_travel_height * 2, gravity_time * 2, Easing.In);
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this.MoveToY(-gravity_travel_height, gravity_time, Easing.Out)
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.Then()
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.MoveToY(gravity_travel_height * 2, gravity_time * 2, Easing.In);
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this.FadeOut(800)
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.Expire();
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this.FadeOut(800)
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.Expire();
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break;
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}
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break;
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}
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}
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@ -179,26 +179,31 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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}
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}
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protected override void UpdateState(ArmedState state)
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protected override double InitialLifetimeOffset => 100;
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protected override void UpdateInitialTransforms() => targetRing.ScaleTo(target_ring_scale, InitialLifetimeOffset * 4, Easing.OutQuint);
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protected override void UpdateStateTransforms(ArmedState state)
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{
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const float preempt = 100;
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const float out_transition_time = 300;
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const double transition_duration = 300;
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switch (state)
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{
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case ArmedState.Idle:
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UnproxyContent();
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expandingRing.FadeTo(0);
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using (BeginAbsoluteSequence(HitObject.StartTime - preempt, true))
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targetRing.ScaleTo(target_ring_scale, preempt * 4, Easing.OutQuint);
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break;
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case ArmedState.Miss:
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case ArmedState.Hit:
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this.FadeOut(out_transition_time, Easing.Out);
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bodyContainer.ScaleTo(1.4f, out_transition_time);
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using (BeginAbsoluteSequence(Time.Current, true))
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{
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this.FadeOut(transition_duration, Easing.Out);
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bodyContainer.ScaleTo(1.4f, transition_duration);
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Expire();
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}
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Expire();
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break;
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}
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}
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@ -121,8 +121,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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}
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}
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protected override bool UseTransformStateManagement => false;
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// Normal and clap samples are handled by the drum
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protected override IEnumerable<HitSampleInfo> GetSamples() => HitObject.Samples.Where(s => s.Name != HitSampleInfo.HIT_NORMAL && s.Name != HitSampleInfo.HIT_CLAP);
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