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Refactor mascot to only contain state transitions
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@ -1,29 +1,36 @@
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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 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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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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private TaikoMascotTextureAnimation idleDrawable, clearDrawable, kiaiDrawable, failDrawable;
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private EffectControlPoint lastEffectControlPoint;
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private TaikoMascotAnimationState playfieldState;
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protected Bindable<TaikoMascotAnimationState> State { get; }
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public TaikoMascotAnimationState State { get; private set; }
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private readonly Dictionary<TaikoMascotAnimationState, TaikoMascotTextureAnimation> animations;
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private Drawable currentAnimation;
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private bool lastHitMissed;
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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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RelativeSizeAxes = Axes.Both;
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State = startingState;
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State = new Bindable<TaikoMascotAnimationState>(startingState);
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animations = new Dictionary<TaikoMascotAnimationState, TaikoMascotTextureAnimation>();
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}
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[BackgroundDependencyLoader]
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@ -31,81 +38,53 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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InternalChildren = new[]
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{
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idleDrawable = new TaikoMascotTextureAnimation(TaikoMascotAnimationState.Idle),
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clearDrawable = new TaikoMascotTextureAnimation(TaikoMascotAnimationState.Clear),
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kiaiDrawable = new TaikoMascotTextureAnimation(TaikoMascotAnimationState.Kiai),
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failDrawable = new TaikoMascotTextureAnimation(TaikoMascotAnimationState.Fail),
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animations[TaikoMascotAnimationState.Idle] = new TaikoMascotTextureAnimation(TaikoMascotAnimationState.Idle),
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animations[TaikoMascotAnimationState.Clear] = new TaikoMascotTextureAnimation(TaikoMascotAnimationState.Clear),
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animations[TaikoMascotAnimationState.Kiai] = new TaikoMascotTextureAnimation(TaikoMascotAnimationState.Kiai),
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animations[TaikoMascotAnimationState.Fail] = new TaikoMascotTextureAnimation(TaikoMascotAnimationState.Fail),
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};
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ShowState(State);
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updateState();
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}
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public void ShowState(TaikoMascotAnimationState state)
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protected override void LoadComplete()
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{
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foreach (var child in InternalChildren)
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child.Hide();
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base.LoadComplete();
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State = state;
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var drawable = getStateDrawable(State);
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drawable.Show();
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animations.Values.ForEach(animation => animation.Hide());
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State.BindValueChanged(mascotStateChanged, true);
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}
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/// <summary>
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/// Sets the playfield state used for determining the final state.
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/// </summary>
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/// <remarks>
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/// If you're looking to change the state manually, please look at <see cref="ShowState"/>.
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/// </remarks>
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public void SetPlayfieldState(TaikoMascotAnimationState state)
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public void OnNewResult(JudgementResult result)
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{
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playfieldState = state;
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if (lastEffectControlPoint != null)
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ShowState(GetFinalAnimationState(lastEffectControlPoint, playfieldState));
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}
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private TaikoMascotTextureAnimation getStateDrawable(TaikoMascotAnimationState state)
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{
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switch (state)
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{
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case TaikoMascotAnimationState.Idle:
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return idleDrawable;
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case TaikoMascotAnimationState.Clear:
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return clearDrawable;
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case TaikoMascotAnimationState.Kiai:
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return kiaiDrawable;
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case TaikoMascotAnimationState.Fail:
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return failDrawable;
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default:
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throw new ArgumentOutOfRangeException(nameof(state), $"There's no animation available for state {state}");
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}
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}
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protected virtual TaikoMascotAnimationState GetFinalAnimationState(EffectControlPoint effectPoint, TaikoMascotAnimationState playfieldState)
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{
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if (playfieldState == TaikoMascotAnimationState.Fail)
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return playfieldState;
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return effectPoint.KiaiMode ? TaikoMascotAnimationState.Kiai : TaikoMascotAnimationState.Idle;
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lastHitMissed = result.Type == HitResult.Miss && result.Judgement.AffectsCombo;
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updateState();
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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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base.OnNewBeat(beatIndex, timingPoint, effectPoint, amplitudes);
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kiaiMode = effectPoint.KiaiMode;
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updateState();
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}
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var state = GetFinalAnimationState(lastEffectControlPoint = effectPoint, playfieldState);
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ShowState(state);
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private void updateState()
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{
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State.Value = getNextState();
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}
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if (state == TaikoMascotAnimationState.Clear)
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return;
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private TaikoMascotAnimationState getNextState()
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{
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if (lastHitMissed)
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return TaikoMascotAnimationState.Fail;
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var drawable = getStateDrawable(state);
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drawable.Move();
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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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}
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}
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