Fix formatting

This commit is contained in:
Craftplacer 2020-04-24 07:09:20 +02:00
parent dbf39be607
commit ac44185f09
2 changed files with 22 additions and 16 deletions

View File

@ -41,7 +41,7 @@ public DrawableTaikoMascot(TaikoMascotAnimationState startingState = TaikoMascot
{ {
RelativeSizeAxes = Axes.Both; RelativeSizeAxes = Axes.Both;
PlayfieldState = new Bindable<TaikoMascotAnimationState>(); PlayfieldState = new Bindable<TaikoMascotAnimationState>();
PlayfieldState.BindValueChanged((b) => PlayfieldState.BindValueChanged(b =>
{ {
if (lastEffectControlPoint != null) if (lastEffectControlPoint != null)
State = getFinalAnimationState(lastEffectControlPoint, b.NewValue); State = getFinalAnimationState(lastEffectControlPoint, b.NewValue);
@ -50,14 +50,17 @@ public DrawableTaikoMascot(TaikoMascotAnimationState startingState = TaikoMascot
State = startingState; State = startingState;
} }
private TaikoMascotTextureAnimation getStateDrawable(TaikoMascotAnimationState state) => state switch private TaikoMascotTextureAnimation getStateDrawable(TaikoMascotAnimationState state)
{ {
TaikoMascotAnimationState.Idle => idleDrawable, return state switch
TaikoMascotAnimationState.Clear => clearDrawable, {
TaikoMascotAnimationState.Kiai => kiaiDrawable, TaikoMascotAnimationState.Idle => idleDrawable,
TaikoMascotAnimationState.Fail => failDrawable, TaikoMascotAnimationState.Clear => clearDrawable,
_ => null TaikoMascotAnimationState.Kiai => kiaiDrawable,
}; TaikoMascotAnimationState.Fail => failDrawable,
_ => null
};
}
private TaikoMascotAnimationState getFinalAnimationState(EffectControlPoint effectPoint, TaikoMascotAnimationState playfieldState) private TaikoMascotAnimationState getFinalAnimationState(EffectControlPoint effectPoint, TaikoMascotAnimationState playfieldState)
{ {

View File

@ -9,7 +9,7 @@ namespace osu.Game.Rulesets.Taiko.UI
public sealed class TaikoMascotTextureAnimation : TextureAnimation public sealed class TaikoMascotTextureAnimation : TextureAnimation
{ {
private const float clear_animation_speed = 1000 / 10F; private const float clear_animation_speed = 1000 / 10F;
private static readonly int[] clear_animation_sequence = new[] { 0, 1, 2, 3, 4, 5, 6, 5, 6, 5, 4, 3, 2, 1, 0 }; private static readonly int[] clear_animation_sequence = { 0, 1, 2, 3, 4, 5, 6, 5, 6, 5, 4, 3, 2, 1, 0 };
private int currentFrame; private int currentFrame;
public TaikoMascotAnimationState State { get; } public TaikoMascotAnimationState State { get; }
@ -76,13 +76,16 @@ public void Move()
private string _getStateTextureName(int i) => $"pippidon{_getStateString(State)}{i}"; private string _getStateTextureName(int i) => $"pippidon{_getStateString(State)}{i}";
private string _getStateString(TaikoMascotAnimationState state) => state switch private string _getStateString(TaikoMascotAnimationState state)
{ {
TaikoMascotAnimationState.Clear => "clear", return state switch
TaikoMascotAnimationState.Fail => "fail", {
TaikoMascotAnimationState.Idle => "idle", TaikoMascotAnimationState.Clear => "clear",
TaikoMascotAnimationState.Kiai => "kiai", TaikoMascotAnimationState.Fail => "fail",
_ => null TaikoMascotAnimationState.Idle => "idle",
}; TaikoMascotAnimationState.Kiai => "kiai",
_ => null
};
}
} }
} }