mirror of
https://github.com/ppy/osu
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408 lines
17 KiB
C#
408 lines
17 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.TypeExtensions;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Audio;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Skinning;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Objects.Drawables
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{
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public abstract class DrawableHitObject : SkinReloadableDrawable
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{
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public readonly HitObject HitObject;
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/// <summary>
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/// The colour used for various elements of this DrawableHitObject.
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/// </summary>
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public readonly Bindable<Color4> AccentColour = new Bindable<Color4>(Color4.Gray);
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// Todo: Rulesets should be overriding the resources instead, but we need to figure out where/when to apply overrides first
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protected virtual string SampleNamespace => null;
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protected SkinnableSound Samples;
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protected virtual IEnumerable<HitSampleInfo> GetSamples() => HitObject.Samples;
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private readonly Lazy<List<DrawableHitObject>> nestedHitObjects = new Lazy<List<DrawableHitObject>>();
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public IEnumerable<DrawableHitObject> NestedHitObjects => nestedHitObjects.IsValueCreated ? nestedHitObjects.Value : Enumerable.Empty<DrawableHitObject>();
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/// <summary>
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/// Invoked when a <see cref="JudgementResult"/> has been applied by this <see cref="DrawableHitObject"/> or a nested <see cref="DrawableHitObject"/>.
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/// </summary>
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public event Action<DrawableHitObject, JudgementResult> OnNewResult;
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/// <summary>
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/// Invoked when a <see cref="JudgementResult"/> is being reverted by this <see cref="DrawableHitObject"/> or a nested <see cref="DrawableHitObject"/>.
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/// </summary>
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public event Action<DrawableHitObject, JudgementResult> OnRevertResult;
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/// <summary>
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/// Whether a visual indicator should be displayed when a scoring result occurs.
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/// </summary>
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public virtual bool DisplayResult => true;
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/// <summary>
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/// Whether this <see cref="DrawableHitObject"/> and all of its nested <see cref="DrawableHitObject"/>s have been judged.
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/// </summary>
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public bool AllJudged => Judged && NestedHitObjects.All(h => h.AllJudged);
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/// <summary>
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/// Whether this <see cref="DrawableHitObject"/> has been hit. This occurs if <see cref="Result"/> is hit.
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/// Note: This does NOT include nested hitobjects.
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/// </summary>
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public bool IsHit => Result?.IsHit ?? false;
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/// <summary>
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/// Whether this <see cref="DrawableHitObject"/> has been judged.
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/// Note: This does NOT include nested hitobjects.
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/// </summary>
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public bool Judged => Result?.HasResult ?? true;
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/// <summary>
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/// The scoring result of this <see cref="DrawableHitObject"/>.
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/// </summary>
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public JudgementResult Result { get; private set; }
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private bool judgementOccurred;
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public override bool RemoveWhenNotAlive => false;
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public override bool RemoveCompletedTransforms => false;
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protected override bool RequiresChildrenUpdate => true;
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public override bool IsPresent => base.IsPresent || (State.Value == ArmedState.Idle && Clock?.CurrentTime >= LifetimeStart);
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private readonly Bindable<ArmedState> state = new Bindable<ArmedState>();
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public IBindable<ArmedState> State => state;
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protected DrawableHitObject(HitObject hitObject)
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{
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HitObject = hitObject;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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var judgement = HitObject.CreateJudgement();
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if (judgement != null)
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{
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Result = CreateResult(judgement);
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if (Result == null)
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throw new InvalidOperationException($"{GetType().ReadableName()} must provide a {nameof(JudgementResult)} through {nameof(CreateResult)}.");
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}
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var samples = GetSamples().ToArray();
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if (samples.Length > 0)
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{
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if (HitObject.SampleControlPoint == null)
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throw new ArgumentNullException(nameof(HitObject.SampleControlPoint), $"{nameof(HitObject)}s must always have an attached {nameof(HitObject.SampleControlPoint)}."
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+ $" This is an indication that {nameof(HitObject.ApplyDefaults)} has not been invoked on {this}.");
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samples = samples.Select(s => HitObject.SampleControlPoint.ApplyTo(s)).ToArray();
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foreach (var s in samples)
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s.Namespace = SampleNamespace;
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AddInternal(Samples = new SkinnableSound(samples));
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}
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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updateState(ArmedState.Idle, true);
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}
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#region State / Transform Management
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/// <summary>
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/// Bind to apply a custom state which can override the default implementation.
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/// </summary>
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public event Action<DrawableHitObject, ArmedState> ApplyCustomUpdateState;
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/// <summary>
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/// Enables automatic transform management of this hitobject. Implementation of transforms should be done in <see cref="UpdateInitialTransforms"/> and <see cref="UpdateStateTransforms"/> only. Rewinding and removing previous states is done automatically.
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/// </summary>
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/// <remarks>
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/// Going forward, this is the preferred way of implementing <see cref="DrawableHitObject"/>s. Previous functionality
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/// is offered as a compatibility layer until all rulesets have been migrated across.
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/// </remarks>
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protected virtual bool UseTransformStateManagement => true;
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protected override void ClearInternal(bool disposeChildren = true) => throw new InvalidOperationException($"Should never clear a {nameof(DrawableHitObject)}");
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private void updateState(ArmedState newState, bool force = false)
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{
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if (State.Value == newState && !force)
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return;
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// apply any custom state overrides
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ApplyCustomUpdateState?.Invoke(this, newState);
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if (newState == ArmedState.Hit)
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PlaySamples();
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if (UseTransformStateManagement)
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{
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double transformTime = HitObject.StartTime - InitialLifetimeOffset;
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base.ApplyTransformsAt(transformTime, true);
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base.ClearTransformsAfter(transformTime, true);
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using (BeginAbsoluteSequence(transformTime, true))
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{
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UpdateInitialTransforms();
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var judgementOffset = Math.Min(HitObject.HitWindows?.HalfWindowFor(HitResult.Miss) ?? double.MaxValue, Result?.TimeOffset ?? 0);
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using (BeginDelayedSequence(InitialLifetimeOffset + judgementOffset, true))
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{
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UpdateStateTransforms(newState);
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state.Value = newState;
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}
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}
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}
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else
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state.Value = newState;
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UpdateState(newState);
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}
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/// <summary>
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/// Apply (generally fade-in) transforms leading into the <see cref="HitObject"/> start time.
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/// The local drawable hierarchy is recursively delayed to <see cref="LifetimeStart"/> for convenience.
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/// </summary>
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/// <remarks>
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/// This is called once before every <see cref="UpdateStateTransforms"/>. This is to ensure a good state in the case
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/// the <see cref="JudgementResult.TimeOffset"/> was negative and potentially altered the pre-hit transforms.
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/// </remarks>
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protected virtual void UpdateInitialTransforms()
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{
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}
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/// <summary>
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/// Apply transforms based on the current <see cref="ArmedState"/>. Previous states are automatically cleared.
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/// </summary>
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/// <param name="state">The new armed state.</param>
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protected virtual void UpdateStateTransforms(ArmedState state)
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{
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}
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public override void ClearTransformsAfter(double time, bool propagateChildren = false, string targetMember = null)
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{
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// When we are using automatic state management, parent calls to this should be blocked for safety.
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if (!UseTransformStateManagement)
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base.ClearTransformsAfter(time, propagateChildren, targetMember);
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}
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public override void ApplyTransformsAt(double time, bool propagateChildren = false)
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{
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// When we are using automatic state management, parent calls to this should be blocked for safety.
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if (!UseTransformStateManagement)
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base.ApplyTransformsAt(time, propagateChildren);
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}
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/// <summary>
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/// Legacy method to handle state changes.
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/// Should generally not be used when <see cref="UseTransformStateManagement"/> is true; use <see cref="UpdateStateTransforms"/> instead.
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/// </summary>
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/// <param name="state">The new armed state.</param>
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protected virtual void UpdateState(ArmedState state)
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{
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}
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#endregion
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protected override void SkinChanged(ISkinSource skin, bool allowFallback)
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{
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base.SkinChanged(skin, allowFallback);
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if (HitObject is IHasComboInformation combo)
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AccentColour.Value = skin.GetValue<SkinConfiguration, Color4?>(s => s.ComboColours.Count > 0 ? s.ComboColours[combo.ComboIndex % s.ComboColours.Count] : (Color4?)null) ?? Color4.White;
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}
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/// <summary>
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/// Plays all the hit sounds for this <see cref="DrawableHitObject"/>.
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/// This is invoked automatically when this <see cref="DrawableHitObject"/> is hit.
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/// </summary>
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public void PlaySamples() => Samples?.Play();
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protected override void Update()
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{
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base.Update();
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if (Result != null && Result.HasResult)
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{
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var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
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if (Result.TimeOffset + endTime > Time.Current)
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{
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OnRevertResult?.Invoke(this, Result);
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Result.TimeOffset = 0;
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Result.Type = HitResult.None;
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updateState(ArmedState.Idle);
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}
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}
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}
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protected override bool ComputeIsMaskedAway(RectangleF maskingBounds) => AllJudged && base.ComputeIsMaskedAway(maskingBounds);
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protected override void UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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UpdateResult(false);
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}
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private double? lifetimeStart;
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public override double LifetimeStart
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{
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get => lifetimeStart ?? (HitObject.StartTime - InitialLifetimeOffset);
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set
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{
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base.LifetimeStart = value;
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lifetimeStart = value;
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}
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}
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/// <summary>
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/// A safe offset prior to the start time of <see cref="HitObject"/> at which this <see cref="DrawableHitObject"/> may begin displaying contents.
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/// By default, <see cref="DrawableHitObject"/>s are assumed to display their contents within 10 seconds prior to the start time of <see cref="HitObject"/>.
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/// </summary>
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/// <remarks>
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/// This is only used as an optimisation to delay the initial update of this <see cref="DrawableHitObject"/> and may be tuned more aggressively if required.
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/// It is indirectly used to decide the automatic transform offset provided to <see cref="UpdateInitialTransforms"/>.
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/// A more accurate <see cref="LifetimeStart"/> should be set inside <see cref="UpdateState"/> for an <see cref="ArmedState.Idle"/> state.
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/// </remarks>
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protected virtual double InitialLifetimeOffset => 10000;
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/// <summary>
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/// Will be called at least once after this <see cref="DrawableHitObject"/> has become not alive.
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/// </summary>
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public virtual void OnKilled()
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{
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foreach (var nested in NestedHitObjects)
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nested.OnKilled();
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UpdateResult(false);
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}
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protected virtual void AddNested(DrawableHitObject h)
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{
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h.OnNewResult += (d, r) => OnNewResult?.Invoke(d, r);
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h.OnRevertResult += (d, r) => OnRevertResult?.Invoke(d, r);
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h.ApplyCustomUpdateState += (d, j) => ApplyCustomUpdateState?.Invoke(d, j);
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nestedHitObjects.Value.Add(h);
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}
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/// <summary>
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/// Applies the <see cref="Result"/> of this <see cref="DrawableHitObject"/>, notifying responders such as
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/// the <see cref="ScoreProcessor"/> of the <see cref="JudgementResult"/>.
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/// </summary>
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/// <param name="application">The callback that applies changes to the <see cref="JudgementResult"/>.</param>
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protected void ApplyResult(Action<JudgementResult> application)
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{
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application?.Invoke(Result);
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if (!Result.HasResult)
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throw new InvalidOperationException($"{GetType().ReadableName()} applied a {nameof(JudgementResult)} but did not update {nameof(JudgementResult.Type)}.");
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judgementOccurred = true;
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// Ensure that the judgement is given a valid time offset, because this may not get set by the caller
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var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
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Result.TimeOffset = Time.Current - endTime;
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switch (Result.Type)
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{
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case HitResult.None:
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break;
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case HitResult.Miss:
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updateState(ArmedState.Miss);
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break;
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default:
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updateState(ArmedState.Hit);
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break;
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}
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OnNewResult?.Invoke(this, Result);
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}
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/// <summary>
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/// Processes this <see cref="DrawableHitObject"/>, checking if a scoring result has occurred.
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/// </summary>
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/// <param name="userTriggered">Whether the user triggered this process.</param>
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/// <returns>Whether a scoring result has occurred from this <see cref="DrawableHitObject"/> or any nested <see cref="DrawableHitObject"/>.</returns>
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protected bool UpdateResult(bool userTriggered)
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{
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// It's possible for input to get into a bad state when rewinding gameplay, so results should not be processed
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if (Time.Elapsed < 0)
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return false;
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judgementOccurred = false;
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if (AllJudged)
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return false;
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foreach (var d in NestedHitObjects)
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judgementOccurred |= d.UpdateResult(userTriggered);
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if (judgementOccurred || Judged)
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return judgementOccurred;
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var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
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CheckForResult(userTriggered, Time.Current - endTime);
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return judgementOccurred;
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}
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/// <summary>
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/// Checks if a scoring result has occurred for this <see cref="DrawableHitObject"/>.
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/// </summary>
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/// <remarks>
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/// If a scoring result has occurred, this method must invoke <see cref="ApplyResult"/> to update the result and notify responders.
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/// </remarks>
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/// <param name="userTriggered">Whether the user triggered this check.</param>
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/// <param name="timeOffset">The offset from the end time of the <see cref="HitObject"/> at which this check occurred.
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/// A <paramref name="timeOffset"/> > 0 implies that this check occurred after the end time of the <see cref="HitObject"/>. </param>
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protected virtual void CheckForResult(bool userTriggered, double timeOffset)
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{
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}
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/// <summary>
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/// Creates the <see cref="JudgementResult"/> that represents the scoring result for this <see cref="DrawableHitObject"/>.
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/// </summary>
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/// <param name="judgement">The <see cref="Judgement"/> that provides the scoring information.</param>
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protected virtual JudgementResult CreateResult(Judgement judgement) => new JudgementResult(judgement);
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}
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public abstract class DrawableHitObject<TObject> : DrawableHitObject
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where TObject : HitObject
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{
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public new readonly TObject HitObject;
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protected DrawableHitObject(TObject hitObject)
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: base(hitObject)
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{
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HitObject = hitObject;
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}
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}
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}
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