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Merge branch 'master' into fix-taiko-scroller-time-control
This commit is contained in:
123
osu.Game.Rulesets.Taiko/UI/DrawableTaikoMascot.cs
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123
osu.Game.Rulesets.Taiko/UI/DrawableTaikoMascot.cs
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// 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.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, GameplayBeatmap gameplayBeatmap)
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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 (gameplayBeatmap != null)
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((IBindable<JudgementResult>)LastResult).BindTo(gameplayBeatmap.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.Judgement.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, TrackAmplitudes 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.Judgement.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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@ -42,7 +42,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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new BarLineGenerator<BarLine>(Beatmap).BarLines.ForEach(bar => Playfield.Add(bar.Major ? new DrawableBarLineMajor(bar) : new DrawableBarLine(bar)));
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FrameStableComponents.Add(scroller = new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.TaikoScroller), _ => Empty())
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FrameStableComponents.Add(scroller = new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.Scroller), _ => Empty())
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{
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RelativeSizeAxes = Axes.X,
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Depth = float.MaxValue
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133
osu.Game.Rulesets.Taiko/UI/TaikoMascotAnimation.cs
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133
osu.Game.Rulesets.Taiko/UI/TaikoMascotAnimation.cs
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@ -0,0 +1,133 @@
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// 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;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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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.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.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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public sealed class TaikoMascotAnimation : BeatSyncedContainer
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{
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private readonly TextureAnimation textureAnimation;
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private int currentFrame;
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public double DisplayTime;
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public TaikoMascotAnimation(TaikoMascotAnimationState state)
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{
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InternalChild = textureAnimation = createTextureAnimation(state).With(animation =>
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{
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animation.Origin = animation.Anchor = Anchor.BottomLeft;
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animation.Scale = new Vector2(0.51f); // close enough to stable
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});
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RelativeSizeAxes = Axes.Both;
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Origin = Anchor = Anchor.BottomLeft;
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// needs to be always present to prevent the animation clock consuming time spent when not present.
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AlwaysPresent = true;
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}
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public bool Completed => !textureAnimation.IsPlaying || textureAnimation.PlaybackPosition >= textureAnimation.Duration;
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public override void Show()
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{
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base.Show();
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DisplayTime = Time.Current;
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textureAnimation.Seek(0);
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}
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
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{
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// assume that if the animation is playing on its own, it's independent from the beat and doesn't need to be touched.
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if (textureAnimation.FrameCount == 0 || textureAnimation.IsPlaying)
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return;
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textureAnimation.GotoFrame(currentFrame);
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currentFrame = (currentFrame + 1) % textureAnimation.FrameCount;
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}
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private static TextureAnimation createTextureAnimation(TaikoMascotAnimationState state)
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{
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switch (state)
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{
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case TaikoMascotAnimationState.Clear:
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return new ClearMascotTextureAnimation();
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case TaikoMascotAnimationState.Idle:
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case TaikoMascotAnimationState.Kiai:
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case TaikoMascotAnimationState.Fail:
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return new ManualMascotTextureAnimation(state);
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default:
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throw new ArgumentOutOfRangeException(nameof(state), $"Mascot animations for state {state} are not supported");
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}
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}
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private class ManualMascotTextureAnimation : TextureAnimation
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{
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private readonly TaikoMascotAnimationState state;
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public ManualMascotTextureAnimation(TaikoMascotAnimationState state)
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{
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this.state = state;
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IsPlaying = false;
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}
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[BackgroundDependencyLoader]
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private void load(ISkinSource skin)
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{
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for (int frameIndex = 0; true; frameIndex++)
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{
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var texture = getAnimationFrame(skin, state, frameIndex);
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if (texture == null)
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break;
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AddFrame(texture);
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}
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}
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}
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private class ClearMascotTextureAnimation : TextureAnimation
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{
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private const float clear_animation_speed = 1000 / 10f;
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private static readonly int[] clear_animation_sequence = { 0, 1, 2, 3, 4, 5, 6, 5, 6, 5, 4, 3, 2, 1, 0 };
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public ClearMascotTextureAnimation()
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{
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DefaultFrameLength = clear_animation_speed;
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Loop = false;
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}
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[BackgroundDependencyLoader]
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private void load(ISkinSource skin)
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{
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foreach (var frameIndex in clear_animation_sequence)
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{
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var texture = getAnimationFrame(skin, TaikoMascotAnimationState.Clear, frameIndex);
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if (texture == null)
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// as per https://osu.ppy.sh/help/wiki/Skinning/osu!taiko#pippidon
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break;
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AddFrame(texture);
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}
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}
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}
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private static Texture getAnimationFrame(ISkin skin, TaikoMascotAnimationState state, int frameIndex)
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=> skin.GetTexture($"pippidon{state.ToString().ToLower()}{frameIndex}");
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}
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}
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13
osu.Game.Rulesets.Taiko/UI/TaikoMascotAnimationState.cs
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13
osu.Game.Rulesets.Taiko/UI/TaikoMascotAnimationState.cs
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// 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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namespace osu.Game.Rulesets.Taiko.UI
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{
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public enum TaikoMascotAnimationState
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{
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Idle,
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Clear,
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Kiai,
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Fail
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}
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}
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@ -15,6 +15,7 @@ using osu.Game.Rulesets.Taiko.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Judgements;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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@ -32,6 +33,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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private JudgementContainer<DrawableTaikoJudgement> judgementContainer;
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private ScrollingHitObjectContainer drumRollHitContainer;
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internal Drawable HitTarget;
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private SkinnableDrawable mascot;
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private ProxyContainer topLevelHitContainer;
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private ProxyContainer barlineContainer;
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@ -125,12 +127,20 @@ namespace osu.Game.Rulesets.Taiko.UI
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},
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}
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},
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mascot = new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.Mascot), _ => Empty())
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{
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Origin = Anchor.BottomLeft,
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Anchor = Anchor.TopLeft,
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RelativePositionAxes = Axes.Y,
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RelativeSizeAxes = Axes.None,
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Y = 0.2f
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},
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topLevelHitContainer = new ProxyContainer
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{
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Name = "Top level hit objects",
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RelativeSizeAxes = Axes.Both,
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},
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drumRollHitContainer.CreateProxy()
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drumRollHitContainer.CreateProxy(),
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};
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}
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@ -142,6 +152,8 @@ namespace osu.Game.Rulesets.Taiko.UI
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// This is basically allowing for correct alignment as relative pieces move around them.
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rightArea.Padding = new MarginPadding { Left = leftArea.DrawWidth };
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hitTargetOffsetContent.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 };
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mascot.Scale = new Vector2(DrawHeight / DEFAULT_HEIGHT);
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}
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public override void Add(DrawableHitObject h)
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