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osu-lazer/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSpinner.cs

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// 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.
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#nullable disable
using System;
using System.Linq;
using JetBrains.Annotations;
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using osu.Framework.Allocation;
using osu.Framework.Audio;
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using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
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using osu.Game.Audio;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Judgements;
using osu.Game.Rulesets.Osu.Skinning;
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using osu.Game.Rulesets.Osu.Skinning.Default;
using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Ranking;
using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
public partial class DrawableSpinner : DrawableOsuHitObject
{
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public new Spinner HitObject => (Spinner)base.HitObject;
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public new OsuSpinnerJudgementResult Result => (OsuSpinnerJudgementResult)base.Result;
public SkinnableDrawable Body { get; private set; }
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public SpinnerRotationTracker RotationTracker { get; private set; }
private SpinnerSpmCalculator spmCalculator;
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private Container<DrawableSpinnerTick> ticks;
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private PausableSkinnableSound spinningSample;
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private Bindable<bool> isSpinning;
private bool spinnerFrequencyModulate;
private const float spinning_sample_initial_frequency = 1.0f;
private const float spinning_sample_modulated_base_frequency = 0.5f;
/// <summary>
/// The amount of bonus score gained from spinning after the required number of spins, for display purposes.
/// </summary>
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public double CurrentBonusScore => score_per_tick * Math.Clamp(completedFullSpins.Value - HitObject.SpinsRequiredForBonus, 0, HitObject.MaximumBonusSpins);
/// <summary>
/// The maximum amount of bonus score which can be achieved from extra spins.
/// </summary>
public double MaximumBonusScore => score_per_tick * HitObject.MaximumBonusSpins;
public IBindable<int> CompletedFullSpins => completedFullSpins;
private readonly Bindable<int> completedFullSpins = new Bindable<int>();
/// <summary>
/// The number of spins per minute this spinner is spinning at, for display purposes.
/// </summary>
public readonly IBindable<double> SpinsPerMinute = new BindableDouble();
private const double fade_out_duration = 240;
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public DrawableSpinner()
: this(null)
{
}
public DrawableSpinner([CanBeNull] Spinner s = null)
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: base(s)
{
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}
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[BackgroundDependencyLoader]
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private void load()
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{
Origin = Anchor.Centre;
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RelativeSizeAxes = Axes.Both;
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AddRangeInternal(new Drawable[]
{
spmCalculator = new SpinnerSpmCalculator
{
Result = { BindTarget = SpinsPerMinute },
},
ticks = new Container<DrawableSpinnerTick>
{
RelativeSizeAxes = Axes.Both,
},
new AspectContainer
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{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Y,
Children = new Drawable[]
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{
Body = new SkinnableDrawable(new OsuSkinComponentLookup(OsuSkinComponents.SpinnerBody), _ => new DefaultSpinner()),
RotationTracker = new SpinnerRotationTracker(this)
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}
},
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spinningSample = new PausableSkinnableSound
{
Volume = { Value = 0 },
Looping = true,
Frequency = { Value = spinning_sample_initial_frequency }
}
});
PositionBindable.BindValueChanged(pos => Position = pos.NewValue);
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}
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protected override void LoadComplete()
{
base.LoadComplete();
isSpinning = RotationTracker.IsSpinning.GetBoundCopy();
isSpinning.BindValueChanged(updateSpinningSample);
}
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protected override void OnFree()
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{
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base.OnFree();
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spinningSample.ClearSamples();
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}
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protected override void LoadSamples()
{
base.LoadSamples();
spinningSample.Samples = HitObject.CreateSpinningSamples().Cast<ISampleInfo>().ToArray();
spinningSample.Frequency.Value = spinning_sample_initial_frequency;
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}
private void updateSpinningSample(ValueChangedEvent<bool> tracking)
{
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if (tracking.NewValue)
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{
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if (!spinningSample.IsPlaying)
spinningSample.Play();
spinningSample.VolumeTo(1, 300);
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}
else
{
spinningSample.VolumeTo(0, fade_out_duration);
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}
}
public override void StopAllSamples()
{
base.StopAllSamples();
spinningSample?.Stop();
}
protected override void AddNestedHitObject(DrawableHitObject hitObject)
{
base.AddNestedHitObject(hitObject);
switch (hitObject)
{
case DrawableSpinnerTick tick:
ticks.Add(tick);
break;
}
}
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protected override void UpdateHitStateTransforms(ArmedState state)
{
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base.UpdateHitStateTransforms(state);
this.FadeOut(fade_out_duration).OnComplete(_ =>
{
// looping sample should be stopped here as it is safer than running in the OnComplete
// of the volume transition above.
spinningSample.Stop();
});
Expire();
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// skin change does a rewind of transforms, which will stop the spinning sound from playing if it's currently in playback.
isSpinning?.TriggerChange();
}
protected override void ClearNestedHitObjects()
{
base.ClearNestedHitObjects();
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ticks.Clear(false);
}
protected override DrawableHitObject CreateNestedHitObject(HitObject hitObject)
{
switch (hitObject)
{
case SpinnerBonusTick bonusTick:
return new DrawableSpinnerBonusTick(bonusTick);
case SpinnerTick tick:
return new DrawableSpinnerTick(tick);
}
return base.CreateNestedHitObject(hitObject);
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}
protected override void ApplySkin(ISkinSource skin, bool allowFallback)
{
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base.ApplySkin(skin, allowFallback);
spinnerFrequencyModulate = skin.GetConfig<OsuSkinConfiguration, bool>(OsuSkinConfiguration.SpinnerFrequencyModulate)?.Value ?? true;
}
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/// <summary>
/// The completion progress of this spinner from 0..1 (clamped).
/// </summary>
public float Progress
{
get
{
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if (HitObject.SpinsRequired == 0)
// some spinners are so short they can't require an integer spin count.
// these become implicitly hit.
return 1;
return Math.Clamp(Result.TotalRotation / 360 / HitObject.SpinsRequired, 0, 1);
}
}
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protected override JudgementResult CreateResult(Judgement judgement) => new OsuSpinnerJudgementResult(HitObject, judgement);
protected override void CheckForResult(bool userTriggered, double timeOffset)
{
if (Time.Current < HitObject.StartTime) return;
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if (Progress >= 1)
Result.TimeCompleted ??= Time.Current;
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if (userTriggered || Time.Current < HitObject.EndTime)
return;
// Trigger a miss result for remaining ticks to avoid infinite gameplay.
foreach (var tick in ticks.Where(t => !t.Result.HasResult))
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tick.TriggerResult(false);
ApplyResult(r =>
{
if (Progress >= 1)
r.Type = HitResult.Great;
else if (Progress > .9)
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r.Type = HitResult.Ok;
else if (Progress > .75)
r.Type = HitResult.Meh;
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else if (Time.Current >= HitObject.EndTime)
r.Type = r.Judgement.MinResult;
});
}
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protected override void Update()
{
base.Update();
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if (HandleUserInput)
{
bool isValidSpinningTime = Time.Current >= HitObject.StartTime && Time.Current <= HitObject.EndTime;
bool correctButtonPressed = (OsuActionInputManager?.PressedActions.Any(x => x == OsuAction.LeftButton || x == OsuAction.RightButton) ?? false);
RotationTracker.Tracking = !Result.HasResult
&& correctButtonPressed
&& isValidSpinningTime;
}
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if (spinningSample != null && spinnerFrequencyModulate)
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spinningSample.Frequency.Value = spinning_sample_modulated_base_frequency + Progress;
}
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protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
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if (Result.TimeStarted == null && RotationTracker.Tracking)
Result.TimeStarted = Time.Current;
// don't update after end time to avoid the rate display dropping during fade out.
// this shouldn't be limited to StartTime as it causes weirdness with the underlying calculation, which is expecting updates during that period.
if (Time.Current <= HitObject.EndTime)
spmCalculator.SetRotation(Result.TotalRotation);
updateBonusScore();
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}
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private static readonly int score_per_tick = new SpinnerBonusTick.OsuSpinnerBonusTickJudgement().MaxNumericResult;
private void updateBonusScore()
{
if (ticks.Count == 0)
return;
int spins = (int)(Result.TotalRotation / 360);
if (spins < completedFullSpins.Value)
{
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// rewinding, silently handle
completedFullSpins.Value = spins;
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return;
}
while (completedFullSpins.Value != spins)
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{
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var tick = ticks.FirstOrDefault(t => !t.Result.HasResult);
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// tick may be null if we've hit the spin limit.
tick?.TriggerResult(true);
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completedFullSpins.Value++;
}
}
}
}