mirror of
https://github.com/ppy/osu
synced 2024-12-17 12:25:19 +00:00
Merge branch 'master' into pr-beatmap_listing_pagination
This commit is contained in:
commit
ac8c230187
osu.Game.Rulesets.Catch.Tests
osu.Game.Rulesets.Catch/UI
osu.Game.Rulesets.Taiko.Tests/Skinning
osu.Game.Rulesets.Taiko
@ -8,6 +8,7 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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namespace osu.Game.Rulesets.Catch.Tests
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{
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@ -23,7 +24,7 @@ namespace osu.Game.Rulesets.Catch.Tests
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[BackgroundDependencyLoader]
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private void load()
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{
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SetContents(() => new Catcher
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SetContents(() => new Catcher(new Container())
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{
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RelativePositionAxes = Axes.None,
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Anchor = Anchor.Centre,
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|
@ -26,6 +26,48 @@ namespace osu.Game.Rulesets.Catch.Tests
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[Resolved]
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private SkinManager skins { get; set; }
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[Test]
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public void TestDefaultCatcherColour()
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{
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var skin = new TestSkin();
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checkHyperDashCatcherColour(skin, Catcher.DEFAULT_HYPER_DASH_COLOUR);
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}
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[Test]
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public void TestCustomCatcherColour()
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{
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var skin = new TestSkin
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{
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HyperDashColour = Color4.Goldenrod
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};
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checkHyperDashCatcherColour(skin, skin.HyperDashColour);
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}
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[Test]
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public void TestCustomEndGlowColour()
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{
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var skin = new TestSkin
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{
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HyperDashAfterImageColour = Color4.Lime
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};
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checkHyperDashCatcherColour(skin, Catcher.DEFAULT_HYPER_DASH_COLOUR, skin.HyperDashAfterImageColour);
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}
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[Test]
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public void TestCustomEndGlowColourPriority()
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{
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var skin = new TestSkin
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{
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HyperDashColour = Color4.Goldenrod,
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HyperDashAfterImageColour = Color4.Lime
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};
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checkHyperDashCatcherColour(skin, skin.HyperDashColour, skin.HyperDashAfterImageColour);
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}
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[Test]
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public void TestDefaultFruitColour()
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{
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@ -68,6 +110,38 @@ namespace osu.Game.Rulesets.Catch.Tests
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checkHyperDashFruitColour(skin, skin.HyperDashColour);
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}
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private void checkHyperDashCatcherColour(ISkin skin, Color4 expectedCatcherColour, Color4? expectedEndGlowColour = null)
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{
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CatcherArea catcherArea = null;
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CatcherTrailDisplay trails = null;
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AddStep("create hyper-dashing catcher", () =>
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{
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Child = setupSkinHierarchy(catcherArea = new CatcherArea
|
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Scale = new Vector2(4f),
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}, skin);
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|
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trails = catcherArea.OfType<CatcherTrailDisplay>().Single();
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catcherArea.MovableCatcher.SetHyperDashState(2);
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});
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AddUntilStep("catcher colour is correct", () => catcherArea.MovableCatcher.Colour == expectedCatcherColour);
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AddAssert("catcher trails colours are correct", () => trails.HyperDashTrailsColour == expectedCatcherColour);
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AddAssert("catcher end-glow colours are correct", () => trails.EndGlowSpritesColour == (expectedEndGlowColour ?? expectedCatcherColour));
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AddStep("finish hyper-dashing", () =>
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{
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catcherArea.MovableCatcher.SetHyperDashState(1);
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catcherArea.MovableCatcher.FinishTransforms();
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});
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AddAssert("catcher colour returned to white", () => catcherArea.MovableCatcher.Colour == Color4.White);
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}
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private void checkHyperDashFruitColour(ISkin skin, Color4 expectedColour)
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{
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DrawableFruit drawableFruit = null;
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|
@ -3,26 +3,37 @@
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|
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using System;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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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.Sprites;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.Objects.Drawables;
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using osu.Game.Rulesets.Catch.Skinning;
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using osu.Game.Rulesets.Objects.Drawables;
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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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namespace osu.Game.Rulesets.Catch.UI
|
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{
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public class Catcher : Container, IKeyBindingHandler<CatchAction>
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public class Catcher : SkinReloadableDrawable, IKeyBindingHandler<CatchAction>
|
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{
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/// <summary>
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/// The default colour used to tint hyper-dash fruit, along with the moving catcher, its trail
|
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/// and end glow/after-image during a hyper-dash.
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/// </summary>
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public static readonly Color4 DEFAULT_HYPER_DASH_COLOUR = Color4.Red;
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|
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/// <summary>
|
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/// The duration between transitioning to hyper-dash state.
|
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/// </summary>
|
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public const double HYPER_DASH_TRANSITION_DURATION = 180;
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/// <summary>
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/// Whether we are hyper-dashing or not.
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/// </summary>
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@ -35,7 +46,10 @@ namespace osu.Game.Rulesets.Catch.UI
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public Container ExplodingFruitTarget;
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public Container AdditiveTarget;
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[NotNull]
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private readonly Container trailsTarget;
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private CatcherTrailDisplay trails;
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public CatcherAnimationState CurrentState { get; private set; }
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@ -44,33 +58,23 @@ namespace osu.Game.Rulesets.Catch.UI
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/// </summary>
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private const float allowed_catch_range = 0.8f;
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protected bool Dashing
|
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/// <summary>
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/// The drawable catcher for <see cref="CurrentState"/>.
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/// </summary>
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internal Drawable CurrentDrawableCatcher => currentCatcher.Drawable;
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|
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private bool dashing;
|
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public bool Dashing
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{
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get => dashing;
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set
|
||||
protected set
|
||||
{
|
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if (value == dashing) return;
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dashing = value;
|
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|
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Trail |= dashing;
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}
|
||||
}
|
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/// <summary>
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/// Activate or deactivate the trail. Will be automatically deactivated when conditions to keep the trail displayed are no longer met.
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/// </summary>
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||||
protected bool Trail
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{
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get => trail;
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set
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{
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if (value == trail || AdditiveTarget == null) return;
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|
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trail = value;
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if (Trail)
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beginTrail();
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updateTrailVisibility();
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}
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}
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@ -87,18 +91,19 @@ namespace osu.Game.Rulesets.Catch.UI
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private CatcherSprite currentCatcher;
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private Color4 hyperDashColour = DEFAULT_HYPER_DASH_COLOUR;
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private Color4 hyperDashEndGlowColour = DEFAULT_HYPER_DASH_COLOUR;
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private int currentDirection;
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private bool dashing;
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private bool trail;
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private double hyperDashModifier = 1;
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private int hyperDashDirection;
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private float hyperDashTargetPosition;
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public Catcher(BeatmapDifficulty difficulty = null)
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public Catcher([NotNull] Container trailsTarget, BeatmapDifficulty difficulty = null)
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{
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this.trailsTarget = trailsTarget;
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RelativePositionAxes = Axes.X;
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X = 0.5f;
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@ -114,7 +119,7 @@ namespace osu.Game.Rulesets.Catch.UI
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[BackgroundDependencyLoader]
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private void load()
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{
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Children = new Drawable[]
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InternalChildren = new Drawable[]
|
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{
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caughtFruit = new Container<DrawableHitObject>
|
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{
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@ -138,6 +143,8 @@ namespace osu.Game.Rulesets.Catch.UI
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}
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};
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trailsTarget.Add(trails = new CatcherTrailDisplay(this));
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updateCatcher();
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}
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@ -185,7 +192,7 @@ namespace osu.Game.Rulesets.Catch.UI
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caughtFruit.Add(fruit);
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Add(new HitExplosion(fruit)
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||||
AddInternal(new HitExplosion(fruit)
|
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{
|
||||
X = fruit.X,
|
||||
Scale = new Vector2(fruit.HitObject.Scale)
|
||||
@ -240,8 +247,6 @@ namespace osu.Game.Rulesets.Catch.UI
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/// <param name="targetPosition">When this catcher crosses this position, this catcher ends hyper-dashing.</param>
|
||||
public void SetHyperDashState(double modifier = 1, float targetPosition = -1)
|
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{
|
||||
const float hyper_dash_transition_length = 180;
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|
||||
var wasHyperDashing = HyperDashing;
|
||||
|
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if (modifier <= 1 || X == targetPosition)
|
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@ -250,11 +255,7 @@ namespace osu.Game.Rulesets.Catch.UI
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||||
hyperDashDirection = 0;
|
||||
|
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if (wasHyperDashing)
|
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{
|
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this.FadeColour(Color4.White, hyper_dash_transition_length, Easing.OutQuint);
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this.FadeTo(1, hyper_dash_transition_length, Easing.OutQuint);
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Trail &= Dashing;
|
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}
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runHyperDashStateTransition(false);
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}
|
||||
else
|
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{
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@ -264,20 +265,32 @@ namespace osu.Game.Rulesets.Catch.UI
|
||||
|
||||
if (!wasHyperDashing)
|
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{
|
||||
this.FadeColour(Color4.OrangeRed, hyper_dash_transition_length, Easing.OutQuint);
|
||||
this.FadeTo(0.2f, hyper_dash_transition_length, Easing.OutQuint);
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Trail = true;
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|
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var hyperDashEndGlow = createAdditiveSprite();
|
||||
|
||||
hyperDashEndGlow.MoveToOffset(new Vector2(0, -10), 1200, Easing.In);
|
||||
hyperDashEndGlow.ScaleTo(hyperDashEndGlow.Scale * 0.95f).ScaleTo(hyperDashEndGlow.Scale * 1.2f, 1200, Easing.In);
|
||||
hyperDashEndGlow.FadeOut(1200);
|
||||
hyperDashEndGlow.Expire(true);
|
||||
trails.DisplayEndGlow();
|
||||
runHyperDashStateTransition(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void runHyperDashStateTransition(bool hyperDashing)
|
||||
{
|
||||
trails.HyperDashTrailsColour = hyperDashColour;
|
||||
trails.EndGlowSpritesColour = hyperDashEndGlowColour;
|
||||
updateTrailVisibility();
|
||||
|
||||
if (hyperDashing)
|
||||
{
|
||||
this.FadeColour(hyperDashColour, HYPER_DASH_TRANSITION_DURATION, Easing.OutQuint);
|
||||
this.FadeTo(0.2f, HYPER_DASH_TRANSITION_DURATION, Easing.OutQuint);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.FadeColour(Color4.White, HYPER_DASH_TRANSITION_DURATION, Easing.OutQuint);
|
||||
this.FadeTo(1f, HYPER_DASH_TRANSITION_DURATION, Easing.OutQuint);
|
||||
}
|
||||
}
|
||||
|
||||
private void updateTrailVisibility() => trails.DisplayTrail = Dashing || HyperDashing;
|
||||
|
||||
public bool OnPressed(CatchAction action)
|
||||
{
|
||||
switch (action)
|
||||
@ -366,6 +379,21 @@ namespace osu.Game.Rulesets.Catch.UI
|
||||
});
|
||||
}
|
||||
|
||||
protected override void SkinChanged(ISkinSource skin, bool allowFallback)
|
||||
{
|
||||
base.SkinChanged(skin, allowFallback);
|
||||
|
||||
hyperDashColour =
|
||||
skin.GetConfig<CatchSkinColour, Color4>(CatchSkinColour.HyperDash)?.Value ??
|
||||
DEFAULT_HYPER_DASH_COLOUR;
|
||||
|
||||
hyperDashEndGlowColour =
|
||||
skin.GetConfig<CatchSkinColour, Color4>(CatchSkinColour.HyperDashAfterImage)?.Value ??
|
||||
hyperDashColour;
|
||||
|
||||
runHyperDashStateTransition(HyperDashing);
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
@ -411,22 +439,6 @@ namespace osu.Game.Rulesets.Catch.UI
|
||||
(currentCatcher.Drawable as IFramedAnimation)?.GotoFrame(0);
|
||||
}
|
||||
|
||||
private void beginTrail()
|
||||
{
|
||||
if (!dashing && !HyperDashing)
|
||||
{
|
||||
Trail = false;
|
||||
return;
|
||||
}
|
||||
|
||||
var additive = createAdditiveSprite();
|
||||
|
||||
additive.FadeTo(0.4f).FadeOut(800, Easing.OutQuint);
|
||||
additive.Expire(true);
|
||||
|
||||
Scheduler.AddDelayed(beginTrail, HyperDashing ? 25 : 50);
|
||||
}
|
||||
|
||||
private void updateState(CatcherAnimationState state)
|
||||
{
|
||||
if (CurrentState == state)
|
||||
@ -436,25 +448,6 @@ namespace osu.Game.Rulesets.Catch.UI
|
||||
updateCatcher();
|
||||
}
|
||||
|
||||
private CatcherTrailSprite createAdditiveSprite()
|
||||
{
|
||||
var tex = (currentCatcher.Drawable as TextureAnimation)?.CurrentFrame ?? ((Sprite)currentCatcher.Drawable).Texture;
|
||||
|
||||
var sprite = new CatcherTrailSprite(tex)
|
||||
{
|
||||
Anchor = Anchor,
|
||||
Scale = Scale,
|
||||
Colour = HyperDashing ? Color4.Red : Color4.White,
|
||||
Blending = BlendingParameters.Additive,
|
||||
RelativePositionAxes = RelativePositionAxes,
|
||||
Position = Position
|
||||
};
|
||||
|
||||
AdditiveTarget?.Add(sprite);
|
||||
|
||||
return sprite;
|
||||
}
|
||||
|
||||
private void removeFromPlateWithTransform(DrawableHitObject fruit, Action<DrawableHitObject> action)
|
||||
{
|
||||
if (ExplodingFruitTarget != null)
|
||||
|
@ -33,10 +33,7 @@ namespace osu.Game.Rulesets.Catch.UI
|
||||
{
|
||||
RelativeSizeAxes = Axes.X;
|
||||
Height = CATCHER_SIZE;
|
||||
Child = MovableCatcher = new Catcher(difficulty)
|
||||
{
|
||||
AdditiveTarget = this,
|
||||
};
|
||||
Child = MovableCatcher = new Catcher(this, difficulty);
|
||||
}
|
||||
|
||||
public static float GetCatcherSize(BeatmapDifficulty difficulty)
|
||||
|
135
osu.Game.Rulesets.Catch/UI/CatcherTrailDisplay.cs
Normal file
135
osu.Game.Rulesets.Catch/UI/CatcherTrailDisplay.cs
Normal file
@ -0,0 +1,135 @@
|
||||
// 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 System;
|
||||
using JetBrains.Annotations;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Animations;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osuTK;
|
||||
using osuTK.Graphics;
|
||||
|
||||
namespace osu.Game.Rulesets.Catch.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// Represents a component responsible for displaying
|
||||
/// the appropriate catcher trails when requested to.
|
||||
/// </summary>
|
||||
public class CatcherTrailDisplay : CompositeDrawable
|
||||
{
|
||||
private readonly Catcher catcher;
|
||||
|
||||
private readonly Container<CatcherTrailSprite> dashTrails;
|
||||
private readonly Container<CatcherTrailSprite> hyperDashTrails;
|
||||
private readonly Container<CatcherTrailSprite> endGlowSprites;
|
||||
|
||||
private Color4 hyperDashTrailsColour;
|
||||
|
||||
public Color4 HyperDashTrailsColour
|
||||
{
|
||||
get => hyperDashTrailsColour;
|
||||
set
|
||||
{
|
||||
if (hyperDashTrailsColour == value)
|
||||
return;
|
||||
|
||||
hyperDashTrailsColour = value;
|
||||
hyperDashTrails.FadeColour(hyperDashTrailsColour, Catcher.HYPER_DASH_TRANSITION_DURATION, Easing.OutQuint);
|
||||
}
|
||||
}
|
||||
|
||||
private Color4 endGlowSpritesColour;
|
||||
|
||||
public Color4 EndGlowSpritesColour
|
||||
{
|
||||
get => endGlowSpritesColour;
|
||||
set
|
||||
{
|
||||
if (endGlowSpritesColour == value)
|
||||
return;
|
||||
|
||||
endGlowSpritesColour = value;
|
||||
endGlowSprites.FadeColour(endGlowSpritesColour, Catcher.HYPER_DASH_TRANSITION_DURATION, Easing.OutQuint);
|
||||
}
|
||||
}
|
||||
|
||||
private bool trail;
|
||||
|
||||
/// <summary>
|
||||
/// Whether to start displaying trails following the catcher.
|
||||
/// </summary>
|
||||
public bool DisplayTrail
|
||||
{
|
||||
get => trail;
|
||||
set
|
||||
{
|
||||
if (trail == value)
|
||||
return;
|
||||
|
||||
trail = value;
|
||||
|
||||
if (trail)
|
||||
displayTrail();
|
||||
}
|
||||
}
|
||||
|
||||
public CatcherTrailDisplay([NotNull] Catcher catcher)
|
||||
{
|
||||
this.catcher = catcher ?? throw new ArgumentNullException(nameof(catcher));
|
||||
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
|
||||
InternalChildren = new[]
|
||||
{
|
||||
dashTrails = new Container<CatcherTrailSprite> { RelativeSizeAxes = Axes.Both },
|
||||
hyperDashTrails = new Container<CatcherTrailSprite> { RelativeSizeAxes = Axes.Both, Colour = Catcher.DEFAULT_HYPER_DASH_COLOUR },
|
||||
endGlowSprites = new Container<CatcherTrailSprite> { RelativeSizeAxes = Axes.Both, Colour = Catcher.DEFAULT_HYPER_DASH_COLOUR },
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Displays a single end-glow catcher sprite.
|
||||
/// </summary>
|
||||
public void DisplayEndGlow()
|
||||
{
|
||||
var endGlow = createTrailSprite(endGlowSprites);
|
||||
|
||||
endGlow.MoveToOffset(new Vector2(0, -10), 1200, Easing.In);
|
||||
endGlow.ScaleTo(endGlow.Scale * 0.95f).ScaleTo(endGlow.Scale * 1.2f, 1200, Easing.In);
|
||||
endGlow.FadeOut(1200);
|
||||
endGlow.Expire(true);
|
||||
}
|
||||
|
||||
private void displayTrail()
|
||||
{
|
||||
if (!DisplayTrail)
|
||||
return;
|
||||
|
||||
var sprite = createTrailSprite(catcher.HyperDashing ? hyperDashTrails : dashTrails);
|
||||
|
||||
sprite.FadeTo(0.4f).FadeOut(800, Easing.OutQuint);
|
||||
sprite.Expire(true);
|
||||
|
||||
Scheduler.AddDelayed(displayTrail, catcher.HyperDashing ? 25 : 50);
|
||||
}
|
||||
|
||||
private CatcherTrailSprite createTrailSprite(Container<CatcherTrailSprite> target)
|
||||
{
|
||||
var texture = (catcher.CurrentDrawableCatcher as TextureAnimation)?.CurrentFrame ?? ((Sprite)catcher.CurrentDrawableCatcher).Texture;
|
||||
|
||||
var sprite = new CatcherTrailSprite(texture)
|
||||
{
|
||||
Anchor = catcher.Anchor,
|
||||
Scale = catcher.Scale,
|
||||
Blending = BlendingParameters.Additive,
|
||||
RelativePositionAxes = catcher.RelativePositionAxes,
|
||||
Position = catcher.Position
|
||||
};
|
||||
|
||||
target.Add(sprite);
|
||||
|
||||
return sprite;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,223 @@
|
||||
// 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 System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Humanizer;
|
||||
using NUnit.Framework;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Extensions.IEnumerableExtensions;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Testing;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Beatmaps.ControlPoints;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Rulesets.Taiko.Judgements;
|
||||
using osu.Game.Rulesets.Taiko.Objects;
|
||||
using osu.Game.Rulesets.Taiko.Scoring;
|
||||
using osu.Game.Rulesets.Taiko.UI;
|
||||
using osu.Game.Rulesets.UI.Scrolling;
|
||||
using osu.Game.Tests.Visual;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Tests.Skinning
|
||||
{
|
||||
[TestFixture]
|
||||
public class TestSceneDrawableTaikoMascot : TaikoSkinnableTestScene
|
||||
{
|
||||
public override IReadOnlyList<Type> RequiredTypes => base.RequiredTypes.Concat(new[]
|
||||
{
|
||||
typeof(DrawableTaikoMascot),
|
||||
typeof(TaikoMascotAnimation)
|
||||
}).ToList();
|
||||
|
||||
[Cached(typeof(IScrollingInfo))]
|
||||
private ScrollingTestContainer.TestScrollingInfo info = new ScrollingTestContainer.TestScrollingInfo
|
||||
{
|
||||
Direction = { Value = ScrollingDirection.Left },
|
||||
TimeRange = { Value = 5000 },
|
||||
};
|
||||
|
||||
private TaikoScoreProcessor scoreProcessor;
|
||||
|
||||
private IEnumerable<DrawableTaikoMascot> mascots => this.ChildrenOfType<DrawableTaikoMascot>();
|
||||
private IEnumerable<TaikoPlayfield> playfields => this.ChildrenOfType<TaikoPlayfield>();
|
||||
|
||||
[SetUp]
|
||||
public void SetUp()
|
||||
{
|
||||
scoreProcessor = new TaikoScoreProcessor();
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestStateAnimations()
|
||||
{
|
||||
AddStep("set beatmap", () => setBeatmap());
|
||||
|
||||
AddStep("clear state", () => SetContents(() => new TaikoMascotAnimation(TaikoMascotAnimationState.Clear)));
|
||||
AddStep("idle state", () => SetContents(() => new TaikoMascotAnimation(TaikoMascotAnimationState.Idle)));
|
||||
AddStep("kiai state", () => SetContents(() => new TaikoMascotAnimation(TaikoMascotAnimationState.Kiai)));
|
||||
AddStep("fail state", () => SetContents(() => new TaikoMascotAnimation(TaikoMascotAnimationState.Fail)));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestInitialState()
|
||||
{
|
||||
AddStep("create mascot", () => SetContents(() => new DrawableTaikoMascot { RelativeSizeAxes = Axes.Both }));
|
||||
|
||||
AddAssert("mascot initially idle", () => allMascotsIn(TaikoMascotAnimationState.Idle));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestClearStateTransition()
|
||||
{
|
||||
AddStep("set beatmap", () => setBeatmap());
|
||||
|
||||
AddStep("create mascot", () => SetContents(() => new DrawableTaikoMascot { RelativeSizeAxes = Axes.Both }));
|
||||
|
||||
AddStep("set clear state", () => mascots.ForEach(mascot => mascot.State.Value = TaikoMascotAnimationState.Clear));
|
||||
AddStep("miss", () => mascots.ForEach(mascot => mascot.LastResult.Value = new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Miss }));
|
||||
AddAssert("skins with animations remain in clear state", () => someMascotsIn(TaikoMascotAnimationState.Clear));
|
||||
AddUntilStep("state reverts to fail", () => allMascotsIn(TaikoMascotAnimationState.Fail));
|
||||
|
||||
AddStep("set clear state again", () => mascots.ForEach(mascot => mascot.State.Value = TaikoMascotAnimationState.Clear));
|
||||
AddAssert("skins with animations change to clear", () => someMascotsIn(TaikoMascotAnimationState.Clear));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestIdleState()
|
||||
{
|
||||
AddStep("set beatmap", () => setBeatmap());
|
||||
|
||||
createDrawableRuleset();
|
||||
|
||||
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Idle);
|
||||
assertStateAfterResult(new JudgementResult(new StrongHitObject(), new TaikoStrongJudgement()) { Type = HitResult.Miss }, TaikoMascotAnimationState.Idle);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestKiaiState()
|
||||
{
|
||||
AddStep("set beatmap", () => setBeatmap(true));
|
||||
|
||||
createDrawableRuleset();
|
||||
|
||||
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Good }, TaikoMascotAnimationState.Kiai);
|
||||
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoStrongJudgement()) { Type = HitResult.Miss }, TaikoMascotAnimationState.Kiai);
|
||||
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Miss }, TaikoMascotAnimationState.Fail);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestMissState()
|
||||
{
|
||||
AddStep("set beatmap", () => setBeatmap());
|
||||
|
||||
createDrawableRuleset();
|
||||
|
||||
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Idle);
|
||||
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Miss }, TaikoMascotAnimationState.Fail);
|
||||
assertStateAfterResult(new JudgementResult(new DrumRoll(), new TaikoDrumRollJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Fail);
|
||||
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Good }, TaikoMascotAnimationState.Idle);
|
||||
}
|
||||
|
||||
[TestCase(true)]
|
||||
[TestCase(false)]
|
||||
public void TestClearStateOnComboMilestone(bool kiai)
|
||||
{
|
||||
AddStep("set beatmap", () => setBeatmap(kiai));
|
||||
|
||||
createDrawableRuleset();
|
||||
|
||||
AddRepeatStep("reach 49 combo", () => applyNewResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }), 49);
|
||||
|
||||
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Good }, TaikoMascotAnimationState.Clear);
|
||||
}
|
||||
|
||||
[TestCase(true, TaikoMascotAnimationState.Kiai)]
|
||||
[TestCase(false, TaikoMascotAnimationState.Idle)]
|
||||
public void TestClearStateOnClearedSwell(bool kiai, TaikoMascotAnimationState expectedStateAfterClear)
|
||||
{
|
||||
AddStep("set beatmap", () => setBeatmap(kiai));
|
||||
|
||||
createDrawableRuleset();
|
||||
|
||||
assertStateAfterResult(new JudgementResult(new Swell(), new TaikoSwellJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Clear);
|
||||
AddUntilStep($"state reverts to {expectedStateAfterClear.ToString().ToLower()}", () => allMascotsIn(expectedStateAfterClear));
|
||||
}
|
||||
|
||||
private void setBeatmap(bool kiai = false)
|
||||
{
|
||||
var controlPointInfo = new ControlPointInfo();
|
||||
controlPointInfo.Add(0, new TimingControlPoint { BeatLength = 90 });
|
||||
|
||||
if (kiai)
|
||||
controlPointInfo.Add(0, new EffectControlPoint { KiaiMode = true });
|
||||
|
||||
Beatmap.Value = CreateWorkingBeatmap(new Beatmap
|
||||
{
|
||||
HitObjects = new List<HitObject> { new Hit { Type = HitType.Centre } },
|
||||
BeatmapInfo = new BeatmapInfo
|
||||
{
|
||||
BaseDifficulty = new BeatmapDifficulty(),
|
||||
Metadata = new BeatmapMetadata
|
||||
{
|
||||
Artist = "Unknown",
|
||||
Title = "Sample Beatmap",
|
||||
AuthorString = "Craftplacer",
|
||||
},
|
||||
Ruleset = new TaikoRuleset().RulesetInfo
|
||||
},
|
||||
ControlPointInfo = controlPointInfo
|
||||
});
|
||||
|
||||
scoreProcessor.ApplyBeatmap(Beatmap.Value.Beatmap);
|
||||
}
|
||||
|
||||
private void createDrawableRuleset()
|
||||
{
|
||||
AddUntilStep("wait for beatmap to be loaded", () => Beatmap.Value.Track.IsLoaded);
|
||||
|
||||
AddStep("create drawable ruleset", () =>
|
||||
{
|
||||
Beatmap.Value.Track.Start();
|
||||
|
||||
SetContents(() =>
|
||||
{
|
||||
var ruleset = new TaikoRuleset();
|
||||
return new DrawableTaikoRuleset(ruleset, Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
private void assertStateAfterResult(JudgementResult judgementResult, TaikoMascotAnimationState expectedState)
|
||||
{
|
||||
AddStep($"{judgementResult.Type.ToString().ToLower()} result for {judgementResult.Judgement.GetType().Name.Humanize(LetterCasing.LowerCase)}",
|
||||
() => applyNewResult(judgementResult));
|
||||
|
||||
AddAssert($"state is {expectedState.ToString().ToLower()}", () => allMascotsIn(expectedState));
|
||||
}
|
||||
|
||||
private void applyNewResult(JudgementResult judgementResult)
|
||||
{
|
||||
scoreProcessor.ApplyResult(judgementResult);
|
||||
|
||||
foreach (var playfield in playfields)
|
||||
{
|
||||
var hit = new DrawableTestHit(new Hit(), judgementResult.Type);
|
||||
Add(hit);
|
||||
|
||||
playfield.OnNewResult(hit, judgementResult);
|
||||
}
|
||||
|
||||
foreach (var mascot in mascots)
|
||||
{
|
||||
mascot.LastResult.Value = judgementResult;
|
||||
}
|
||||
}
|
||||
|
||||
private bool allMascotsIn(TaikoMascotAnimationState state) => mascots.All(d => d.State.Value == state);
|
||||
private bool someMascotsIn(TaikoMascotAnimationState state) => mascots.Any(d => d.State.Value == state);
|
||||
}
|
||||
}
|
@ -14,7 +14,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
|
||||
{
|
||||
public TestSceneTaikoScroller()
|
||||
{
|
||||
AddStep("Load scroller", () => SetContents(() => new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.TaikoScroller), _ => Empty())));
|
||||
AddStep("Load scroller", () => SetContents(() => new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.Scroller), _ => Empty())));
|
||||
AddToggleStep("Toggle passing", passing => this.ChildrenOfType<LegacyTaikoScroller>().ForEach(s => s.LastResult.Value =
|
||||
new JudgementResult(null, new Judgement()) { Type = passing ? HitResult.Perfect : HitResult.Miss }));
|
||||
}
|
||||
|
@ -8,6 +8,7 @@ using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Textures;
|
||||
using osu.Game.Audio;
|
||||
using osu.Game.Rulesets.Taiko.UI;
|
||||
using osu.Game.Skinning;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Skinning
|
||||
@ -86,11 +87,17 @@ namespace osu.Game.Rulesets.Taiko.Skinning
|
||||
|
||||
return null;
|
||||
|
||||
case TaikoSkinComponents.TaikoScroller:
|
||||
case TaikoSkinComponents.Scroller:
|
||||
if (GetTexture("taiko-slider") != null)
|
||||
return new LegacyTaikoScroller();
|
||||
|
||||
return null;
|
||||
|
||||
case TaikoSkinComponents.Mascot:
|
||||
if (GetTexture("pippidonclear0") != null)
|
||||
return new DrawableTaikoMascot();
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
return source.GetDrawableComponent(component);
|
||||
|
@ -18,6 +18,7 @@ namespace osu.Game.Rulesets.Taiko
|
||||
TaikoExplosionMiss,
|
||||
TaikoExplosionGood,
|
||||
TaikoExplosionGreat,
|
||||
TaikoScroller
|
||||
Scroller,
|
||||
Mascot,
|
||||
}
|
||||
}
|
||||
|
123
osu.Game.Rulesets.Taiko/UI/DrawableTaikoMascot.cs
Normal file
123
osu.Game.Rulesets.Taiko/UI/DrawableTaikoMascot.cs
Normal file
@ -0,0 +1,123 @@
|
||||
// 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 System.Collections.Generic;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Audio.Track;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Extensions.IEnumerableExtensions;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Textures;
|
||||
using osu.Game.Beatmaps.ControlPoints;
|
||||
using osu.Game.Graphics.Containers;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Taiko.Judgements;
|
||||
using osu.Game.Screens.Play;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.UI
|
||||
{
|
||||
public class DrawableTaikoMascot : BeatSyncedContainer
|
||||
{
|
||||
public readonly Bindable<TaikoMascotAnimationState> State;
|
||||
public readonly Bindable<JudgementResult> LastResult;
|
||||
|
||||
private readonly Dictionary<TaikoMascotAnimationState, TaikoMascotAnimation> animations;
|
||||
private TaikoMascotAnimation currentAnimation;
|
||||
|
||||
private bool lastObjectHit = true;
|
||||
private bool kiaiMode;
|
||||
|
||||
public DrawableTaikoMascot(TaikoMascotAnimationState startingState = TaikoMascotAnimationState.Idle)
|
||||
{
|
||||
Origin = Anchor = Anchor.BottomLeft;
|
||||
|
||||
State = new Bindable<TaikoMascotAnimationState>(startingState);
|
||||
LastResult = new Bindable<JudgementResult>();
|
||||
|
||||
animations = new Dictionary<TaikoMascotAnimationState, TaikoMascotAnimation>();
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader(true)]
|
||||
private void load(TextureStore textures, GameplayBeatmap gameplayBeatmap)
|
||||
{
|
||||
InternalChildren = new[]
|
||||
{
|
||||
animations[TaikoMascotAnimationState.Idle] = new TaikoMascotAnimation(TaikoMascotAnimationState.Idle),
|
||||
animations[TaikoMascotAnimationState.Clear] = new TaikoMascotAnimation(TaikoMascotAnimationState.Clear),
|
||||
animations[TaikoMascotAnimationState.Kiai] = new TaikoMascotAnimation(TaikoMascotAnimationState.Kiai),
|
||||
animations[TaikoMascotAnimationState.Fail] = new TaikoMascotAnimation(TaikoMascotAnimationState.Fail),
|
||||
};
|
||||
|
||||
if (gameplayBeatmap != null)
|
||||
((IBindable<JudgementResult>)LastResult).BindTo(gameplayBeatmap.LastJudgementResult);
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
animations.Values.ForEach(animation => animation.Hide());
|
||||
|
||||
State.BindValueChanged(mascotStateChanged, true);
|
||||
LastResult.BindValueChanged(onNewResult);
|
||||
}
|
||||
|
||||
private void onNewResult(ValueChangedEvent<JudgementResult> resultChangedEvent)
|
||||
{
|
||||
var result = resultChangedEvent.NewValue;
|
||||
if (result == null)
|
||||
return;
|
||||
|
||||
// TODO: missing support for clear/fail state transition at end of beatmap gameplay
|
||||
|
||||
if (triggerComboClear(result) || triggerSwellClear(result))
|
||||
{
|
||||
State.Value = TaikoMascotAnimationState.Clear;
|
||||
// always consider a clear equivalent to a hit to avoid clear -> miss transitions
|
||||
lastObjectHit = true;
|
||||
}
|
||||
|
||||
if (!result.Judgement.AffectsCombo)
|
||||
return;
|
||||
|
||||
lastObjectHit = result.IsHit;
|
||||
}
|
||||
|
||||
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
|
||||
{
|
||||
kiaiMode = effectPoint.KiaiMode;
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
State.Value = getNextState();
|
||||
}
|
||||
|
||||
private TaikoMascotAnimationState getNextState()
|
||||
{
|
||||
// don't change state if current animation is still playing (and we haven't rewound before it).
|
||||
// used for clear state - others are manually animated on new beats.
|
||||
if (currentAnimation?.Completed == false && currentAnimation.DisplayTime <= Time.Current)
|
||||
return State.Value;
|
||||
|
||||
if (!lastObjectHit)
|
||||
return TaikoMascotAnimationState.Fail;
|
||||
|
||||
return kiaiMode ? TaikoMascotAnimationState.Kiai : TaikoMascotAnimationState.Idle;
|
||||
}
|
||||
|
||||
private void mascotStateChanged(ValueChangedEvent<TaikoMascotAnimationState> state)
|
||||
{
|
||||
currentAnimation?.Hide();
|
||||
currentAnimation = animations[state.NewValue];
|
||||
currentAnimation.Show();
|
||||
}
|
||||
|
||||
private bool triggerComboClear(JudgementResult judgementResult)
|
||||
=> (judgementResult.ComboAtJudgement + 1) % 50 == 0 && judgementResult.Judgement.AffectsCombo && judgementResult.IsHit;
|
||||
|
||||
private bool triggerSwellClear(JudgementResult judgementResult)
|
||||
=> judgementResult.Judgement is TaikoSwellJudgement && judgementResult.IsHit;
|
||||
}
|
||||
}
|
@ -42,7 +42,7 @@ namespace osu.Game.Rulesets.Taiko.UI
|
||||
{
|
||||
new BarLineGenerator<BarLine>(Beatmap).BarLines.ForEach(bar => Playfield.Add(bar.Major ? new DrawableBarLineMajor(bar) : new DrawableBarLine(bar)));
|
||||
|
||||
AddInternal(scroller = new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.TaikoScroller), _ => Empty())
|
||||
AddInternal(scroller = new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.Scroller), _ => Empty())
|
||||
{
|
||||
RelativeSizeAxes = Axes.X,
|
||||
Depth = float.MaxValue
|
||||
|
133
osu.Game.Rulesets.Taiko/UI/TaikoMascotAnimation.cs
Normal file
133
osu.Game.Rulesets.Taiko/UI/TaikoMascotAnimation.cs
Normal file
@ -0,0 +1,133 @@
|
||||
// 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 System;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Audio.Track;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Animations;
|
||||
using osu.Framework.Graphics.Textures;
|
||||
using osu.Game.Beatmaps.ControlPoints;
|
||||
using osu.Game.Graphics.Containers;
|
||||
using osu.Game.Skinning;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.UI
|
||||
{
|
||||
public sealed class TaikoMascotAnimation : BeatSyncedContainer
|
||||
{
|
||||
private readonly TextureAnimation textureAnimation;
|
||||
|
||||
private int currentFrame;
|
||||
|
||||
public double DisplayTime;
|
||||
|
||||
public TaikoMascotAnimation(TaikoMascotAnimationState state)
|
||||
{
|
||||
InternalChild = textureAnimation = createTextureAnimation(state).With(animation =>
|
||||
{
|
||||
animation.Origin = animation.Anchor = Anchor.BottomLeft;
|
||||
animation.Scale = new Vector2(0.51f); // close enough to stable
|
||||
});
|
||||
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
Origin = Anchor = Anchor.BottomLeft;
|
||||
|
||||
// needs to be always present to prevent the animation clock consuming time spent when not present.
|
||||
AlwaysPresent = true;
|
||||
}
|
||||
|
||||
public bool Completed => !textureAnimation.IsPlaying || textureAnimation.PlaybackPosition >= textureAnimation.Duration;
|
||||
|
||||
public override void Show()
|
||||
{
|
||||
base.Show();
|
||||
DisplayTime = Time.Current;
|
||||
textureAnimation.Seek(0);
|
||||
}
|
||||
|
||||
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
|
||||
{
|
||||
// assume that if the animation is playing on its own, it's independent from the beat and doesn't need to be touched.
|
||||
if (textureAnimation.FrameCount == 0 || textureAnimation.IsPlaying)
|
||||
return;
|
||||
|
||||
textureAnimation.GotoFrame(currentFrame);
|
||||
currentFrame = (currentFrame + 1) % textureAnimation.FrameCount;
|
||||
}
|
||||
|
||||
private static TextureAnimation createTextureAnimation(TaikoMascotAnimationState state)
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case TaikoMascotAnimationState.Clear:
|
||||
return new ClearMascotTextureAnimation();
|
||||
|
||||
case TaikoMascotAnimationState.Idle:
|
||||
case TaikoMascotAnimationState.Kiai:
|
||||
case TaikoMascotAnimationState.Fail:
|
||||
return new ManualMascotTextureAnimation(state);
|
||||
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException(nameof(state), $"Mascot animations for state {state} are not supported");
|
||||
}
|
||||
}
|
||||
|
||||
private class ManualMascotTextureAnimation : TextureAnimation
|
||||
{
|
||||
private readonly TaikoMascotAnimationState state;
|
||||
|
||||
public ManualMascotTextureAnimation(TaikoMascotAnimationState state)
|
||||
{
|
||||
this.state = state;
|
||||
|
||||
IsPlaying = false;
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(ISkinSource skin)
|
||||
{
|
||||
for (int frameIndex = 0; true; frameIndex++)
|
||||
{
|
||||
var texture = getAnimationFrame(skin, state, frameIndex);
|
||||
|
||||
if (texture == null)
|
||||
break;
|
||||
|
||||
AddFrame(texture);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private class ClearMascotTextureAnimation : TextureAnimation
|
||||
{
|
||||
private const float clear_animation_speed = 1000 / 10f;
|
||||
|
||||
private static readonly int[] clear_animation_sequence = { 0, 1, 2, 3, 4, 5, 6, 5, 6, 5, 4, 3, 2, 1, 0 };
|
||||
|
||||
public ClearMascotTextureAnimation()
|
||||
{
|
||||
DefaultFrameLength = clear_animation_speed;
|
||||
Loop = false;
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(ISkinSource skin)
|
||||
{
|
||||
foreach (var frameIndex in clear_animation_sequence)
|
||||
{
|
||||
var texture = getAnimationFrame(skin, TaikoMascotAnimationState.Clear, frameIndex);
|
||||
|
||||
if (texture == null)
|
||||
// as per https://osu.ppy.sh/help/wiki/Skinning/osu!taiko#pippidon
|
||||
break;
|
||||
|
||||
AddFrame(texture);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static Texture getAnimationFrame(ISkin skin, TaikoMascotAnimationState state, int frameIndex)
|
||||
=> skin.GetTexture($"pippidon{state.ToString().ToLower()}{frameIndex}");
|
||||
}
|
||||
}
|
13
osu.Game.Rulesets.Taiko/UI/TaikoMascotAnimationState.cs
Normal file
13
osu.Game.Rulesets.Taiko/UI/TaikoMascotAnimationState.cs
Normal file
@ -0,0 +1,13 @@
|
||||
// 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.
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.UI
|
||||
{
|
||||
public enum TaikoMascotAnimationState
|
||||
{
|
||||
Idle,
|
||||
Clear,
|
||||
Kiai,
|
||||
Fail
|
||||
}
|
||||
}
|
@ -15,6 +15,7 @@ using osu.Game.Rulesets.Taiko.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Taiko.Judgements;
|
||||
using osu.Game.Rulesets.Taiko.Objects;
|
||||
using osu.Game.Skinning;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.UI
|
||||
{
|
||||
@ -32,6 +33,7 @@ namespace osu.Game.Rulesets.Taiko.UI
|
||||
private JudgementContainer<DrawableTaikoJudgement> judgementContainer;
|
||||
private ScrollingHitObjectContainer drumRollHitContainer;
|
||||
internal Drawable HitTarget;
|
||||
private SkinnableDrawable mascot;
|
||||
|
||||
private ProxyContainer topLevelHitContainer;
|
||||
private ProxyContainer barlineContainer;
|
||||
@ -125,12 +127,20 @@ namespace osu.Game.Rulesets.Taiko.UI
|
||||
},
|
||||
}
|
||||
},
|
||||
mascot = new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.Mascot), _ => Empty())
|
||||
{
|
||||
Origin = Anchor.BottomLeft,
|
||||
Anchor = Anchor.TopLeft,
|
||||
RelativePositionAxes = Axes.Y,
|
||||
RelativeSizeAxes = Axes.None,
|
||||
Y = 0.2f
|
||||
},
|
||||
topLevelHitContainer = new ProxyContainer
|
||||
{
|
||||
Name = "Top level hit objects",
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
},
|
||||
drumRollHitContainer.CreateProxy()
|
||||
drumRollHitContainer.CreateProxy(),
|
||||
};
|
||||
}
|
||||
|
||||
@ -142,6 +152,8 @@ namespace osu.Game.Rulesets.Taiko.UI
|
||||
// This is basically allowing for correct alignment as relative pieces move around them.
|
||||
rightArea.Padding = new MarginPadding { Left = leftArea.DrawWidth };
|
||||
hitTargetOffsetContent.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 };
|
||||
|
||||
mascot.Scale = new Vector2(DrawHeight / DEFAULT_HEIGHT);
|
||||
}
|
||||
|
||||
public override void Add(DrawableHitObject h)
|
||||
|
Loading…
Reference in New Issue
Block a user