Implement transitions into and from clear state

This commit is contained in:
Bartłomiej Dach
2020-04-30 00:14:27 +02:00
parent 0d917ca339
commit b0e97793b6
3 changed files with 53 additions and 13 deletions

View File

@ -21,7 +21,7 @@ namespace osu.Game.Rulesets.Taiko.UI
private readonly Bindable<TaikoMascotAnimationState> state;
private readonly Dictionary<TaikoMascotAnimationState, TaikoMascotAnimation> animations;
private Drawable currentAnimation;
private TaikoMascotAnimation currentAnimation;
private bool lastHitMissed;
private bool kiaiMode;
@ -44,8 +44,6 @@ namespace osu.Game.Rulesets.Taiko.UI
animations[TaikoMascotAnimationState.Kiai] = new TaikoMascotAnimation(TaikoMascotAnimationState.Kiai),
animations[TaikoMascotAnimationState.Fail] = new TaikoMascotAnimation(TaikoMascotAnimationState.Fail),
};
updateState();
}
protected override void LoadComplete()
@ -53,28 +51,32 @@ namespace osu.Game.Rulesets.Taiko.UI
base.LoadComplete();
animations.Values.ForEach(animation => animation.Hide());
State.BindValueChanged(mascotStateChanged, true);
state.BindValueChanged(mascotStateChanged, true);
}
public void OnNewResult(JudgementResult result)
{
lastHitMissed = result.Type == HitResult.Miss && result.Judgement.AffectsCombo;
updateState();
}
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
{
kiaiMode = effectPoint.KiaiMode;
updateState();
}
private void updateState()
protected override void Update()
{
base.Update();
state.Value = getNextState();
}
private TaikoMascotAnimationState getNextState()
{
// don't change state if current animation is playing
// (used for clear state - others are manually animated on new beats)
if (currentAnimation != null && !currentAnimation.Completed)
return state.Value;
if (lastHitMissed)
return TaikoMascotAnimationState.Fail;

View File

@ -29,6 +29,15 @@ namespace osu.Game.Rulesets.Taiko.UI
RelativeSizeAxes = Axes.Both;
Origin = Anchor = Anchor.BottomLeft;
AlwaysPresent = true;
}
public bool Completed => !textureAnimation.IsPlaying || textureAnimation.PlaybackPosition >= textureAnimation.Duration;
public override void Show()
{
base.Show();
textureAnimation.Seek(0);
}
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
@ -93,6 +102,7 @@ namespace osu.Game.Rulesets.Taiko.UI
public ClearMascotTextureAnimation()
{
DefaultFrameLength = clear_animation_speed;
Loop = false;
}
[BackgroundDependencyLoader]