mirror of
https://github.com/ppy/osu
synced 2025-01-30 18:02:07 +00:00
Fix GameplaySampleTriggerSource
not considering nested objects when determining the best sample to play
This commit is contained in:
parent
b59ec551f6
commit
affa9507a1
@ -7,6 +7,7 @@ using System.Linq;
|
|||||||
using osu.Framework.Graphics.Containers;
|
using osu.Framework.Graphics.Containers;
|
||||||
using osu.Game.Audio;
|
using osu.Game.Audio;
|
||||||
using osu.Game.Rulesets.Objects;
|
using osu.Game.Rulesets.Objects;
|
||||||
|
using osu.Game.Rulesets.Objects.Drawables;
|
||||||
using osu.Game.Skinning;
|
using osu.Game.Skinning;
|
||||||
|
|
||||||
namespace osu.Game.Rulesets.UI
|
namespace osu.Game.Rulesets.UI
|
||||||
@ -68,27 +69,61 @@ namespace osu.Game.Rulesets.UI
|
|||||||
protected HitObject GetMostValidObject()
|
protected HitObject GetMostValidObject()
|
||||||
{
|
{
|
||||||
// The most optimal lookup case we have is when an object is alive. There are usually very few alive objects so there's no drawbacks in attempting this lookup each time.
|
// The most optimal lookup case we have is when an object is alive. There are usually very few alive objects so there's no drawbacks in attempting this lookup each time.
|
||||||
var hitObject = hitObjectContainer.AliveObjects.FirstOrDefault(h => h.Result?.HasResult != true)?.HitObject;
|
var drawableHitObject = hitObjectContainer.AliveObjects.FirstOrDefault(h => h.Result?.HasResult != true);
|
||||||
|
|
||||||
// In the case a next object isn't available in drawable form, we need to do a somewhat expensive traversal to get a valid sound to play.
|
if (drawableHitObject != null)
|
||||||
if (hitObject == null)
|
|
||||||
{
|
{
|
||||||
// This lookup can be skipped if the last entry is still valid (in the future and not yet hit).
|
// A hit object may have a more valid nested object.
|
||||||
if (fallbackObject == null || fallbackObject.Result?.HasResult == true)
|
drawableHitObject = getMostValidNestedDrawable(drawableHitObject);
|
||||||
{
|
|
||||||
// We need to use lifetime entries to find the next object (we can't just use `hitObjectContainer.Objects` due to pooling - it may even be empty).
|
|
||||||
// If required, we can make this lookup more efficient by adding support to get next-future-entry in LifetimeEntryManager.
|
|
||||||
fallbackObject = hitObjectContainer.Entries
|
|
||||||
.Where(e => e.Result?.HasResult != true).MinBy(e => e.HitObject.StartTime);
|
|
||||||
|
|
||||||
// In the case there are no unjudged objects, the last hit object should be used instead.
|
return drawableHitObject.HitObject;
|
||||||
fallbackObject ??= hitObjectContainer.Entries.LastOrDefault();
|
|
||||||
}
|
|
||||||
|
|
||||||
hitObject = fallbackObject?.HitObject;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
return hitObject;
|
// In the case a next object isn't available in drawable form, we need to do a somewhat expensive traversal to get a valid sound to play.
|
||||||
|
// This lookup can be skipped if the last entry is still valid (in the future and not yet hit).
|
||||||
|
if (fallbackObject == null || fallbackObject.Result?.HasResult == true)
|
||||||
|
{
|
||||||
|
// We need to use lifetime entries to find the next object (we can't just use `hitObjectContainer.Objects` due to pooling - it may even be empty).
|
||||||
|
// If required, we can make this lookup more efficient by adding support to get next-future-entry in LifetimeEntryManager.
|
||||||
|
fallbackObject = hitObjectContainer.Entries
|
||||||
|
.Where(e => e.Result?.HasResult != true).MinBy(e => e.HitObject.StartTime);
|
||||||
|
|
||||||
|
if (fallbackObject != null)
|
||||||
|
return fallbackObject.HitObject;
|
||||||
|
|
||||||
|
// In the case there are no unjudged objects, the last hit object should be used instead.
|
||||||
|
fallbackObject ??= hitObjectContainer.Entries.LastOrDefault();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (fallbackObject == null)
|
||||||
|
return null;
|
||||||
|
|
||||||
|
bool fallbackHasResult = fallbackObject.Result?.HasResult == true;
|
||||||
|
|
||||||
|
// If the fallback has been judged then we want the sample from the object itself.
|
||||||
|
if (fallbackHasResult)
|
||||||
|
return fallbackObject.HitObject;
|
||||||
|
|
||||||
|
// Else we want the earliest (including nested).
|
||||||
|
// In cases of nested objects, they will always have earlier sample data than their parent object.
|
||||||
|
return getEarliestNestedObject(fallbackObject.HitObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
private DrawableHitObject getMostValidNestedDrawable(DrawableHitObject o)
|
||||||
|
{
|
||||||
|
var nestedWithoutResult = o.NestedHitObjects.FirstOrDefault(n => n.Result?.HasResult != true);
|
||||||
|
|
||||||
|
if (nestedWithoutResult == null)
|
||||||
|
return o;
|
||||||
|
|
||||||
|
return getMostValidNestedDrawable(nestedWithoutResult);
|
||||||
|
}
|
||||||
|
|
||||||
|
private HitObject getEarliestNestedObject(HitObject hitObject)
|
||||||
|
{
|
||||||
|
var nested = hitObject.NestedHitObjects.FirstOrDefault();
|
||||||
|
|
||||||
|
return nested != null ? getEarliestNestedObject(nested) : hitObject;
|
||||||
}
|
}
|
||||||
|
|
||||||
private SkinnableSound getNextSample()
|
private SkinnableSound getNextSample()
|
||||||
|
Loading…
Reference in New Issue
Block a user