osu/osu.Game.Rulesets.Taiko/UI/TaikoMascotAnimation.cs

141 lines
4.8 KiB
C#

// 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, ChannelAmplitudes 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), $"Mascot animations for state {state} are not supported");
}
}
private class ManualMascotTextureAnimation : TextureAnimation
{
private readonly TaikoMascotAnimationState state;
public ManualMascotTextureAnimation(TaikoMascotAnimationState state)
{
this.state = state;
IsPlaying = false;
}
[BackgroundDependencyLoader]
private void load(ISkinSource skin)
{
for (int frameIndex = 0; true; frameIndex++)
{
var texture = getAnimationFrame(skin, state, frameIndex);
if (texture == null)
break;
AddFrame(texture);
}
}
}
private class ClearMascotTextureAnimation : TextureAnimation
{
private const float clear_animation_speed = 1000 / 10f;
private static readonly int[] clear_animation_sequence = { 0, 1, 2, 3, 4, 5, 6, 5, 6, 5, 4, 3, 2, 1, 0 };
public ClearMascotTextureAnimation()
{
DefaultFrameLength = clear_animation_speed;
Loop = false;
}
[BackgroundDependencyLoader]
private void load(ISkinSource skin)
{
foreach (var frameIndex in clear_animation_sequence)
{
var texture = getAnimationFrame(skin, TaikoMascotAnimationState.Clear, frameIndex);
if (texture == null)
// as per https://osu.ppy.sh/help/wiki/Skinning/osu!taiko#pippidon
break;
AddFrame(texture);
}
}
}
private static Texture getAnimationFrame(ISkin skin, TaikoMascotAnimationState state, int frameIndex)
{
var texture = skin.GetTexture($"pippidon{state.ToString().ToLower()}{frameIndex}");
if (frameIndex == 0 && texture == null)
texture = skin.GetTexture($"pippidon{state.ToString().ToLower()}");
return texture;
}
}
}