Refactor mascot to only contain state transitions

This commit is contained in:
Bartłomiej Dach
2020-04-29 20:28:46 +02:00
parent 43e768240f
commit 6e2ed0c4f3
3 changed files with 67 additions and 97 deletions

View File

@ -15,7 +15,6 @@ using osu.Game.Rulesets.Taiko.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Judgements;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Skinning;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Taiko.UI
{
@ -216,12 +215,7 @@ namespace osu.Game.Rulesets.Taiko.UI
if (mascotDrawable.Drawable is DrawableTaikoMascot mascot)
{
var miss = result.Type == HitResult.Miss;
if (miss && judgedObject.HitObject is StrongHitObject)
miss = result.Judgement.AffectsCombo;
mascot.SetPlayfieldState(miss ? TaikoMascotAnimationState.Fail : TaikoMascotAnimationState.Idle);
mascot.OnNewResult(result);
}
}