mirror of https://github.com/ppy/osu
83 lines
2.7 KiB
C#
83 lines
2.7 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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#nullable disable
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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using osu.Game.Skinning;
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using osuTK.Graphics;
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namespace osu.Game.Screens.Play.HUD.HitErrorMeters
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{
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public abstract partial class HitErrorMeter : CompositeDrawable, ISkinnableDrawable
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{
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protected HitWindows HitWindows { get; private set; }
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[Resolved]
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private ScoreProcessor processor { get; set; }
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[Resolved]
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private OsuColour colours { get; set; }
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[Resolved(canBeNull: true)]
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private GameplayClockContainer gameplayClockContainer { get; set; }
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public bool UsesFixedAnchor { get; set; }
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[BackgroundDependencyLoader(true)]
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private void load(DrawableRuleset drawableRuleset)
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{
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HitWindows = drawableRuleset?.FirstAvailableHitWindows ?? HitWindows.Empty;
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// This is to allow the visual state to be correct after HUD comes visible after being hidden.
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AlwaysPresent = true;
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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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if (gameplayClockContainer != null)
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gameplayClockContainer.OnSeek += Clear;
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processor.NewJudgement += processorNewJudgement;
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}
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// Scheduled as meter implementations are likely going to change/add drawables when reacting to this.
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private void processorNewJudgement(JudgementResult j) => Schedule(() => OnNewJudgement(j));
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/// <summary>
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/// Fired when a new judgement arrives.
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/// </summary>
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/// <param name="judgement">The new judgement.</param>
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protected abstract void OnNewJudgement(JudgementResult judgement);
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protected Color4 GetColourForHitResult(HitResult result)
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{
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return colours.ForHitResult(result);
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}
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/// <summary>
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/// Invoked by <see cref="GameplayClockContainer.OnSeek"/>.
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/// Any inheritors of <see cref="HitErrorMeter"/> should have this method clear their container that displays the hit error results.
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/// </summary>
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public abstract void Clear();
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (processor != null)
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processor.NewJudgement -= processorNewJudgement;
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if (gameplayClockContainer != null)
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gameplayClockContainer.OnSeek -= Clear;
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}
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}
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}
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