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osu-lazer/osu.Game/Screens/Play/HUD/HealthDisplay.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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using System;
using osu.Framework.Allocation;
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using osu.Framework.Bindables;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Threading;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Screens.Play.HUD
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{
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/// <summary>
/// A container for components displaying the current player health.
/// Gets bound automatically to the <see cref="Rulesets.Scoring.HealthProcessor"/> when inserted to <see cref="DrawableRuleset.Overlays"/> hierarchy.
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/// </summary>
public abstract partial class HealthDisplay : CompositeDrawable
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{
private readonly Bindable<bool> showHealthBar = new Bindable<bool>(true);
[Resolved]
protected HealthProcessor HealthProcessor { get; private set; } = null!;
protected virtual bool PlayInitialIncreaseAnimation => true;
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public Bindable<double> Current { get; } = new BindableDouble
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{
MinValue = 0,
MaxValue = 1
};
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private BindableNumber<double> health = null!;
private ScheduledDelegate? initialIncrease;
/// <summary>
/// Triggered when a <see cref="Judgement"/> is a successful hit, signaling the health display to perform a flash animation (if designed to do so).
/// Calls to this method are debounced.
/// </summary>
protected virtual void Flash()
{
}
[Resolved]
private HUDOverlay? hudOverlay { get; set; }
protected override void LoadComplete()
{
base.LoadComplete();
HealthProcessor.NewJudgement += onNewJudgement;
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// Don't bind directly so we can animate the startup procedure.
health = HealthProcessor.Health.GetBoundCopy();
health.BindValueChanged(h =>
{
finishInitialAnimation();
Current.Value = h.NewValue;
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});
if (hudOverlay != null)
showHealthBar.BindTo(hudOverlay.ShowHealthBar);
// this probably shouldn't be operating on `this.`
showHealthBar.BindValueChanged(healthBar => this.FadeTo(healthBar.NewValue ? 1 : 0, HUDOverlay.FADE_DURATION, HUDOverlay.FADE_EASING), true);
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if (PlayInitialIncreaseAnimation)
startInitialAnimation();
else
Current.Value = health.Value;
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}
private void startInitialAnimation()
{
if (Current.Value >= health.Value)
return;
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// TODO: this should run in gameplay time, including showing a larger increase when skipping.
// TODO: it should also start increasing relative to the first hitobject.
const double increase_delay = 150;
initialIncrease = Scheduler.AddDelayed(() =>
{
double newValue = Math.Min(Current.Value + 0.05f, health.Value);
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this.TransformBindableTo(Current, newValue, increase_delay);
Scheduler.AddOnce(Flash);
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if (newValue >= health.Value)
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finishInitialAnimation();
}, increase_delay, true);
}
private void finishInitialAnimation()
{
if (initialIncrease == null)
return;
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initialIncrease?.Cancel();
initialIncrease = null;
// aside from the repeating `initialIncrease` scheduled task,
// there may also be a `Current` transform in progress from that schedule.
// ensure it plays out fully, to prevent changes to `Current.Value` being discarded by the ongoing transform.
// and yes, this funky `targetMember` spec is seemingly the only way to do this
// (see: https://github.com/ppy/osu-framework/blob/fe2769171c6e26d1b6fdd6eb7ea8353162fe9065/osu.Framework/Graphics/Transforms/TransformBindable.cs#L21)
FinishTransforms(targetMember: $"{Current.GetHashCode()}.{nameof(Current.Value)}");
}
private void onNewJudgement(JudgementResult judgement)
{
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if (judgement.IsHit && judgement.Type != HitResult.IgnoreHit)
Scheduler.AddOnce(Flash);
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (HealthProcessor.IsNotNull())
HealthProcessor.NewJudgement -= onNewJudgement;
}
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}
}