move judgement + state logic up to DrawableHitObject

This commit is contained in:
Aergwyn 2018-01-13 12:42:42 +01:00
parent b9f4dee801
commit 70fc09f81e

View File

@ -29,37 +29,167 @@ namespace osu.Game.Rulesets.Objects.Drawables
/// </summary>
public virtual Color4 AccentColour { get; set; } = Color4.Gray;
private List<DrawableHitObject> nestedHitObjects;
public IReadOnlyList<DrawableHitObject> NestedHitObjects => nestedHitObjects;
public event Action<DrawableHitObject, Judgement> OnJudgement;
public event Action<DrawableHitObject, Judgement> OnJudgementRemoved;
public IReadOnlyList<Judgement> Judgements => judgements;
private readonly List<Judgement> judgements = new List<Judgement>();
/// <summary>
/// Whether a visible judgement should be displayed when this representation is hit.
/// </summary>
public virtual bool DisplayJudgement => true;
public override bool RemoveCompletedTransforms => false;
/// <summary>
/// Whether this <see cref="DrawableHitObject"/> and all of its nested <see cref="DrawableHitObject"/>s have been judged.
/// </summary>
public bool AllJudged => (!ProvidesJudgement || judgementFinalized) && (NestedHitObjects?.All(h => h.AllJudged) ?? true);
/// <summary>
/// Whether this <see cref="DrawableHitObject"/> can be judged.
/// </summary>
protected virtual bool ProvidesJudgement => true;
private bool judgementOccurred;
private bool judgementFinalized => judgements.LastOrDefault()?.Final == true;
public bool Interactive = true;
public override bool HandleInput => Interactive;
public override bool RemoveWhenNotAlive => false;
public override bool RemoveCompletedTransforms => false;
protected override bool RequiresChildrenUpdate => true;
public virtual bool AllJudged => false;
public readonly Bindable<ArmedState> State = new Bindable<ArmedState>();
protected DrawableHitObject(HitObject hitObject)
{
HitObject = hitObject;
}
protected override void LoadComplete()
{
base.LoadComplete();
State.ValueChanged += state =>
{
UpdateState(state);
// apply any custom state overrides
ApplyCustomUpdateState?.Invoke(this, state);
};
State.TriggerChange();
}
protected abstract void UpdateState(ArmedState state);
/// <summary>
/// Bind to apply a custom state which can override the default implementation.
/// </summary>
public event Action<DrawableHitObject, ArmedState> ApplyCustomUpdateState;
protected override void Update()
{
base.Update();
var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
while (judgements.Count > 0)
{
var lastJudgement = judgements[judgements.Count - 1];
if (lastJudgement.TimeOffset + endTime <= Time.Current)
break;
judgements.RemoveAt(judgements.Count - 1);
State.Value = ArmedState.Idle;
OnJudgementRemoved?.Invoke(this, lastJudgement);
}
}
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
UpdateJudgement(false);
}
protected virtual void AddNested(DrawableHitObject h)
{
if (nestedHitObjects == null)
nestedHitObjects = new List<DrawableHitObject>();
nestedHitObjects.Add(h);
}
/// <summary>
/// Notifies that a new judgement has occurred for this <see cref="DrawableHitObject"/>.
/// </summary>
/// <param name="judgement">The <see cref="Judgement"/>.</param>
protected void AddJudgement(Judgement judgement)
{
judgementOccurred = true;
// Ensure that the judgement is given a valid time offset, because this may not get set by the caller
var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
judgement.TimeOffset = Time.Current - endTime;
judgements.Add(judgement);
switch (judgement.Result)
{
case HitResult.None:
break;
case HitResult.Miss:
State.Value = ArmedState.Miss;
break;
default:
State.Value = ArmedState.Hit;
break;
}
OnJudgement?.Invoke(this, judgement);
}
/// <summary>
/// Processes this <see cref="DrawableHitObject"/>, checking if any judgements have occurred.
/// </summary>
/// <param name="userTriggered">Whether the user triggered this process.</param>
/// <returns>Whether a judgement has occurred from this <see cref="DrawableHitObject"/> or any nested <see cref="DrawableHitObject"/>s.</returns>
protected internal virtual bool UpdateJudgement(bool userTriggered) => false;
private List<DrawableHitObject> nestedHitObjects;
public IReadOnlyList<DrawableHitObject> NestedHitObjects => nestedHitObjects;
protected virtual void AddNested(DrawableHitObject h)
protected internal bool UpdateJudgement(bool userTriggered)
{
judgementOccurred = false;
if (AllJudged)
return false;
if (NestedHitObjects != null)
{
foreach (var d in NestedHitObjects)
judgementOccurred |= d.UpdateJudgement(userTriggered);
}
if (!ProvidesJudgement || judgementFinalized || judgementOccurred)
return judgementOccurred;
var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
CheckForJudgements(userTriggered, Time.Current - endTime);
return judgementOccurred;
}
/// <summary>
/// Checks if any judgements have occurred for this <see cref="DrawableHitObject"/>. This method must construct
/// all <see cref="Judgement"/>s and notify of them through <see cref="AddJudgement"/>.
/// </summary>
/// <param name="userTriggered">Whether the user triggered this check.</param>
/// <param name="timeOffset">The offset from the <see cref="HitObject"/> end time at which this check occurred. A <paramref name="timeOffset"/> &gt; 0
/// implies that this check occurred after the end time of <see cref="HitObject"/>. </param>
protected virtual void CheckForJudgements(bool userTriggered, double timeOffset)
{
if (nestedHitObjects == null)
nestedHitObjects = new List<DrawableHitObject>();
nestedHitObjects.Add(h);
}
/// <summary>
@ -76,30 +206,14 @@ namespace osu.Game.Rulesets.Objects.Drawables
public abstract class DrawableHitObject<TObject> : DrawableHitObject
where TObject : HitObject
{
public event Action<DrawableHitObject, Judgement> OnJudgement;
public event Action<DrawableHitObject, Judgement> OnJudgementRemoved;
public new readonly TObject HitObject;
public override bool HandleInput => Interactive;
public bool Interactive = true;
/// <summary>
/// Whether this <see cref="DrawableHitObject"/> can be judged.
/// </summary>
protected virtual bool ProvidesJudgement => true;
private readonly List<Judgement> judgements = new List<Judgement>();
public IReadOnlyList<Judgement> Judgements => judgements;
protected List<SampleChannel> Samples = new List<SampleChannel>();
protected virtual IEnumerable<SampleInfo> GetSamples() => HitObject.Samples;
// Todo: Rulesets should be overriding the resources instead, but we need to figure out where/when to apply overrides first
protected virtual string SampleNamespace => null;
public readonly Bindable<ArmedState> State = new Bindable<ArmedState>();
protected DrawableHitObject(TObject hitObject)
: base(hitObject)
{
@ -141,139 +255,11 @@ namespace osu.Game.Rulesets.Objects.Drawables
State.ValueChanged += state =>
{
UpdateState(state);
// apply any custom state overrides
ApplyCustomUpdateState?.Invoke(this, state);
if (State == ArmedState.Hit)
PlaySamples();
};
State.TriggerChange();
}
protected void PlaySamples()
{
Samples.ForEach(s => s?.Play());
}
private bool judgementOccurred;
private bool judgementFinalized => judgements.LastOrDefault()?.Final == true;
/// <summary>
/// Whether this <see cref="DrawableHitObject"/> and all of its nested <see cref="DrawableHitObject"/>s have been judged.
/// </summary>
public sealed override bool AllJudged => (!ProvidesJudgement || judgementFinalized) && (NestedHitObjects?.All(h => h.AllJudged) ?? true);
/// <summary>
/// Notifies that a new judgement has occurred for this <see cref="DrawableHitObject"/>.
/// </summary>
/// <param name="judgement">The <see cref="Judgement"/>.</param>
protected void AddJudgement(Judgement judgement)
{
judgementOccurred = true;
// Ensure that the judgement is given a valid time offset, because this may not get set by the caller
var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
judgement.TimeOffset = Time.Current - endTime;
judgements.Add(judgement);
switch (judgement.Result)
{
case HitResult.None:
break;
case HitResult.Miss:
State.Value = ArmedState.Miss;
break;
default:
State.Value = ArmedState.Hit;
break;
}
OnJudgement?.Invoke(this, judgement);
}
/// <summary>
/// Processes this <see cref="DrawableHitObject"/>, checking if any judgements have occurred.
/// </summary>
/// <param name="userTriggered">Whether the user triggered this process.</param>
/// <returns>Whether a judgement has occurred from this <see cref="DrawableHitObject"/> or any nested <see cref="DrawableHitObject"/>s.</returns>
protected internal sealed override bool UpdateJudgement(bool userTriggered)
{
judgementOccurred = false;
if (AllJudged)
return false;
if (NestedHitObjects != null)
{
foreach (var d in NestedHitObjects)
judgementOccurred |= d.UpdateJudgement(userTriggered);
}
if (!ProvidesJudgement || judgementFinalized || judgementOccurred)
return judgementOccurred;
var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
CheckForJudgements(userTriggered, Time.Current - endTime);
return judgementOccurred;
}
/// <summary>
/// Checks if any judgements have occurred for this <see cref="DrawableHitObject"/>. This method must construct
/// all <see cref="Judgement"/>s and notify of them through <see cref="AddJudgement"/>.
/// </summary>
/// <param name="userTriggered">Whether the user triggered this check.</param>
/// <param name="timeOffset">The offset from the <see cref="HitObject"/> end time at which this check occurred. A <paramref name="timeOffset"/> &gt; 0
/// implies that this check occurred after the end time of <see cref="HitObject"/>. </param>
protected virtual void CheckForJudgements(bool userTriggered, double timeOffset) { }
protected override void Update()
{
base.Update();
var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
while (judgements.Count > 0)
{
var lastJudgement = judgements[judgements.Count - 1];
if (lastJudgement.TimeOffset + endTime <= Time.Current)
break;
judgements.RemoveAt(judgements.Count - 1);
State.Value = ArmedState.Idle;
OnJudgementRemoved?.Invoke(this, lastJudgement);
}
}
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
UpdateJudgement(false);
}
protected override void AddNested(DrawableHitObject h)
{
base.AddNested(h);
if (!(h is DrawableHitObject<TObject> hWithJudgement))
return;
hWithJudgement.OnJudgement += (d, j) => OnJudgement?.Invoke(d, j);
hWithJudgement.OnJudgementRemoved += (d, j) => OnJudgementRemoved?.Invoke(d, j);
hWithJudgement.ApplyCustomUpdateState += (d, s) => ApplyCustomUpdateState?.Invoke(d, s);
}
/// <summary>
/// Bind to apply a custom state which can override the default implementation.
/// </summary>
public event Action<DrawableHitObject, ArmedState> ApplyCustomUpdateState;
protected abstract void UpdateState(ArmedState state);
protected void PlaySamples() => Samples.ForEach(s => s?.Play());
}
}