osu/osu.Game/Rulesets/Judgements/DrawableJudgement.cs

197 lines
7.2 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Diagnostics;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Pooling;
using osu.Framework.Logging;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Scoring;
using osu.Game.Skinning;
using osuTK;
namespace osu.Game.Rulesets.Judgements
{
/// <summary>
/// A drawable object which visualises the hit result of a <see cref="Judgements.Judgement"/>.
/// </summary>
public partial class DrawableJudgement : PoolableDrawable
{
private const float judgement_size = 128;
public JudgementResult? Result { get; private set; }
public HitObject? JudgedHitObject { get; private set; }
public override bool RemoveCompletedTransforms => false;
protected SkinnableDrawable? JudgementBody { get; private set; }
private readonly Container aboveHitObjectsContent;
private readonly Lazy<Drawable> proxiedAboveHitObjectsContent;
public Drawable ProxiedAboveHitObjectsContent => proxiedAboveHitObjectsContent.Value;
public DrawableJudgement()
{
Size = new Vector2(judgement_size);
Origin = Anchor.Centre;
AddInternal(aboveHitObjectsContent = new Container
{
Depth = float.MinValue,
RelativeSizeAxes = Axes.Both
});
proxiedAboveHitObjectsContent = new Lazy<Drawable>(() => aboveHitObjectsContent.CreateProxy());
}
[BackgroundDependencyLoader]
private void load()
{
prepareDrawables();
}
/// <summary>
/// Apply top-level animations to the current judgement when successfully hit.
/// If displaying components which require lifetime extensions, manually adjusting <see cref="Drawable.LifetimeEnd"/> is required.
/// </summary>
/// <remarks>
/// For animating the actual "default skin" judgement itself, it is recommended to use <see cref="CreateDefaultJudgement"/>.
/// This allows applying animations which don't affect custom skins.
/// </remarks>
protected virtual void ApplyHitAnimations()
{
}
/// <summary>
/// Apply top-level animations to the current judgement when missed.
/// If displaying components which require lifetime extensions, manually adjusting <see cref="Drawable.LifetimeEnd"/> is required.
/// </summary>
/// <remarks>
/// For animating the actual "default skin" judgement itself, it is recommended to use <see cref="CreateDefaultJudgement"/>.
/// This allows applying animations which don't affect custom skins.
/// </remarks>
protected virtual void ApplyMissAnimations()
{
}
/// <summary>
/// Associate a new result / object with this judgement. Should be called when retrieving a judgement from a pool.
/// </summary>
/// <param name="result">The applicable judgement.</param>
/// <param name="judgedObject">The drawable object.</param>
public virtual void Apply(JudgementResult result, DrawableHitObject? judgedObject)
{
Result = result;
JudgedHitObject = judgedObject?.HitObject;
}
protected override void FreeAfterUse()
{
base.FreeAfterUse();
JudgedHitObject = null;
}
protected override void PrepareForUse()
{
base.PrepareForUse();
if (!IsInPool)
Logger.Log($"{nameof(DrawableJudgement)} for judgement type {Result} was not retrieved from a pool. Consider adding to a JudgementPooler.");
Debug.Assert(Result != null);
runAnimation();
}
private void runAnimation()
{
// undo any transforms applies in ApplyMissAnimations/ApplyHitAnimations to get a sane initial state.
ApplyTransformsAt(double.MinValue, true);
ClearTransforms(true);
Debug.Assert(Result != null && JudgementBody != null);
LifetimeStart = Result.TimeAbsolute;
using (BeginAbsoluteSequence(Result.TimeAbsolute))
{
// not sure if this should remain going forward.
JudgementBody.ResetAnimation();
switch (Result.Type)
{
case HitResult.None:
break;
default:
if (Result.Type.IsHit())
ApplyHitAnimations();
else
ApplyMissAnimations();
break;
}
if (JudgementBody.Drawable is IAnimatableJudgement animatable)
animatable.PlayAnimation();
// a derived version of DrawableJudgement may be proposing a lifetime.
// if not adjusted (or the skinned portion requires greater bounds than calculated) use the skinned source's lifetime.
double lastTransformTime = JudgementBody.Drawable.LatestTransformEndTime;
if (LifetimeEnd == double.MaxValue || lastTransformTime > LifetimeEnd)
LifetimeEnd = lastTransformTime;
}
}
private HitResult? currentDrawableType;
private void prepareDrawables()
{
var type = Result?.Type ?? HitResult.Perfect; //TODO: better default type from ruleset
// todo: this should be removed once judgements are always pooled.
if (type == currentDrawableType)
return;
// sub-classes might have added their own children that would be removed here if .InternalChild was used.
if (JudgementBody != null)
RemoveInternal(JudgementBody, true);
AddInternal(JudgementBody = new SkinnableDrawable(new SkinComponentLookup<HitResult>(type), _ =>
CreateDefaultJudgement(type), confineMode: ConfineMode.NoScaling));
JudgementBody.OnSkinChanged += () =>
{
// 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);
}
}