mirror of https://github.com/ppy/osu
125 lines
4.8 KiB
C#
125 lines
4.8 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics.Containers;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Judgements;
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using osu.Game.Screens.Play;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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public class DrawableTaikoMascot : BeatSyncedContainer
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{
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public readonly Bindable<TaikoMascotAnimationState> State;
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public readonly Bindable<JudgementResult> LastResult;
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private readonly Dictionary<TaikoMascotAnimationState, TaikoMascotAnimation> animations;
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private TaikoMascotAnimation currentAnimation;
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private bool lastObjectHit = true;
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private bool kiaiMode;
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public DrawableTaikoMascot(TaikoMascotAnimationState startingState = TaikoMascotAnimationState.Idle)
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{
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Origin = Anchor = Anchor.BottomLeft;
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State = new Bindable<TaikoMascotAnimationState>(startingState);
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LastResult = new Bindable<JudgementResult>();
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animations = new Dictionary<TaikoMascotAnimationState, TaikoMascotAnimation>();
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}
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[BackgroundDependencyLoader(true)]
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private void load(TextureStore textures, GameplayState gameplayState)
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{
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InternalChildren = new[]
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{
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animations[TaikoMascotAnimationState.Idle] = new TaikoMascotAnimation(TaikoMascotAnimationState.Idle),
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animations[TaikoMascotAnimationState.Clear] = new TaikoMascotAnimation(TaikoMascotAnimationState.Clear),
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animations[TaikoMascotAnimationState.Kiai] = new TaikoMascotAnimation(TaikoMascotAnimationState.Kiai),
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animations[TaikoMascotAnimationState.Fail] = new TaikoMascotAnimation(TaikoMascotAnimationState.Fail),
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};
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if (gameplayState != null)
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((IBindable<JudgementResult>)LastResult).BindTo(gameplayState.LastJudgementResult);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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animations.Values.ForEach(animation => animation.Hide());
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State.BindValueChanged(mascotStateChanged, true);
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LastResult.BindValueChanged(onNewResult);
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}
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private void onNewResult(ValueChangedEvent<JudgementResult> resultChangedEvent)
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{
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var result = resultChangedEvent.NewValue;
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if (result == null)
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return;
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// TODO: missing support for clear/fail state transition at end of beatmap gameplay
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if (triggerComboClear(result) || triggerSwellClear(result))
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{
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State.Value = TaikoMascotAnimationState.Clear;
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// always consider a clear equivalent to a hit to avoid clear -> miss transitions
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lastObjectHit = true;
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}
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if (!result.Type.AffectsCombo())
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return;
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lastObjectHit = result.IsHit;
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}
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
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{
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kiaiMode = effectPoint.KiaiMode;
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}
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protected override void Update()
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{
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base.Update();
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State.Value = getNextState();
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}
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private TaikoMascotAnimationState getNextState()
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{
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// don't change state if current animation is still playing (and we haven't rewound before it).
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// used for clear state - others are manually animated on new beats.
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if (currentAnimation?.Completed == false && currentAnimation.DisplayTime <= Time.Current)
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return State.Value;
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if (!lastObjectHit)
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return TaikoMascotAnimationState.Fail;
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return kiaiMode ? TaikoMascotAnimationState.Kiai : TaikoMascotAnimationState.Idle;
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}
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private void mascotStateChanged(ValueChangedEvent<TaikoMascotAnimationState> state)
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{
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currentAnimation?.Hide();
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currentAnimation = animations[state.NewValue];
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currentAnimation.Show();
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}
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private bool triggerComboClear(JudgementResult judgementResult)
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=> (judgementResult.ComboAtJudgement + 1) % 50 == 0 && judgementResult.Type.AffectsCombo() && judgementResult.IsHit;
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private bool triggerSwellClear(JudgementResult judgementResult)
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=> judgementResult.Judgement is TaikoSwellJudgement && judgementResult.IsHit;
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}
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}
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