From ee33f62809067247049f03d6900eb7e7077bf55f Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Tue, 24 Nov 2020 15:19:51 +0900 Subject: [PATCH] Fix DrawableJudgement not always animating correctly on skin change If the skin is changed before gameplay has started (at the loading screen) it is possible for a sequence of events to occur which results in the animation not being played: - `SkinReloadableDrawable` runs its BDL load (and calls `OnSkinChanged` once) - User changes skin, triggering `DrawableJudgement`'s skin change handling (binding directly on the `SkinSource` locally) - This will call `PrepareDrawables` and reinitialise the `SkinnableDrawable` child hierarchy, then immediately apply the animations to it. - The new `SkinnableDrawable` will then get the `SkinChanged` event and schedule a handler for it, which will run on its first Update call. - Any added animations will be lost as a result. Fixed by binding directly to the `SkinnableDrawable`'s `OnSkinChanged`. This has the added bonus of not needing to reinitialise the child hierarchy on skin change (which felt a bit weird in the first place). --- .../Rulesets/Judgements/DrawableJudgement.cs | 63 ++++++++----------- 1 file changed, 27 insertions(+), 36 deletions(-) diff --git a/osu.Game/Rulesets/Judgements/DrawableJudgement.cs b/osu.Game/Rulesets/Judgements/DrawableJudgement.cs index 889e748a4a..45129c17ea 100644 --- a/osu.Game/Rulesets/Judgements/DrawableJudgement.cs +++ b/osu.Game/Rulesets/Judgements/DrawableJudgement.cs @@ -32,9 +32,6 @@ namespace osu.Game.Rulesets.Judgements private readonly Container aboveHitObjectsContent; - [Resolved] - private ISkinSource skinSource { get; set; } - /// /// Duration of initial fade in. /// @@ -78,29 +75,6 @@ namespace osu.Game.Rulesets.Judgements public Drawable GetProxyAboveHitObjectsContent() => aboveHitObjectsContent.CreateProxy(); - protected override void LoadComplete() - { - base.LoadComplete(); - skinSource.SourceChanged += onSkinChanged; - } - - private void onSkinChanged() - { - // on a skin change, the child component will update but not get correctly triggered to play its animation. - // we need to trigger a reinitialisation to make things right. - currentDrawableType = null; - - PrepareForUse(); - } - - protected override void Dispose(bool isDisposing) - { - base.Dispose(isDisposing); - - if (skinSource != null) - skinSource.SourceChanged -= onSkinChanged; - } - /// /// Apply top-level animations to the current judgement when successfully hit. /// If displaying components which require lifetime extensions, manually adjusting is required. @@ -142,16 +116,17 @@ namespace osu.Game.Rulesets.Judgements Debug.Assert(Result != null); - prepareDrawables(); - runAnimation(); } private void runAnimation() { + // is a no-op if the drawables are already in a correct state. + prepareDrawables(); + // undo any transforms applies in ApplyMissAnimations/ApplyHitAnimations to get a sane initial state. - ApplyTransformsAt(double.MinValue, true); - ClearTransforms(true); + // ApplyTransformsAt(double.MinValue, true); + // ClearTransforms(true); LifetimeStart = Result.TimeAbsolute; @@ -193,6 +168,8 @@ namespace osu.Game.Rulesets.Judgements private void prepareDrawables() { + Logger.Log("prepareDrawables on DrawableJudgement"); + var type = Result?.Type ?? HitResult.Perfect; //TODO: better default type from ruleset // todo: this should be removed once judgements are always pooled. @@ -203,7 +180,6 @@ namespace osu.Game.Rulesets.Judgements if (JudgementBody != null) RemoveInternal(JudgementBody); - aboveHitObjectsContent.Clear(); AddInternal(JudgementBody = new SkinnableDrawable(new GameplaySkinComponent(type), _ => CreateDefaultJudgement(type), confineMode: ConfineMode.NoScaling) { @@ -211,14 +187,29 @@ namespace osu.Game.Rulesets.Judgements Origin = Anchor.Centre, }); - if (JudgementBody.Drawable is IAnimatableJudgement animatable) + JudgementBody.OnSkinChanged += () => { - var proxiedContent = animatable.GetAboveHitObjectsProxiedContent(); - if (proxiedContent != null) - aboveHitObjectsContent.Add(proxiedContent); - } + // on a skin change, the child component will update but not get correctly triggered to play its animation (or proxy the newly created content). + // we need to trigger a reinitialisation to make things right. + proxyContent(); + runAnimation(); + }; + + proxyContent(); currentDrawableType = type; + + void proxyContent() + { + aboveHitObjectsContent.Clear(); + + if (JudgementBody.Drawable is IAnimatableJudgement animatable) + { + var proxiedContent = animatable.GetAboveHitObjectsProxiedContent(); + if (proxiedContent != null) + aboveHitObjectsContent.Add(proxiedContent); + } + } } protected virtual Drawable CreateDefaultJudgement(HitResult result) => new DefaultJudgementPiece(result);