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osu-lazer/osu.Game/Rulesets/Judgements/DrawableJudgement.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.Diagnostics;
using JetBrains.Annotations;
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using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Pooling;
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using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Scoring;
using osu.Game.Skinning;
using osuTK;
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namespace osu.Game.Rulesets.Judgements
{
/// <summary>
/// A drawable object which visualises the hit result of a <see cref="Judgements.Judgement"/>.
/// </summary>
public class DrawableJudgement : PoolableDrawable
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{
private const float judgement_size = 128;
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public JudgementResult Result { get; private set; }
public DrawableHitObject JudgedObject { get; private set; }
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protected Container JudgementBody { get; private set; }
private SkinnableDrawable skinnableJudgement;
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/// <summary>
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/// Duration of initial fade in.
/// </summary>
protected virtual double FadeInDuration => 100;
/// <summary>
/// Duration to wait until fade out begins. Defaults to <see cref="FadeInDuration"/>.
/// </summary>
protected virtual double FadeOutDelay => FadeInDuration;
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/// <summary>
/// Creates a drawable which visualises a <see cref="Judgements.Judgement"/>.
/// </summary>
/// <param name="result">The judgement to visualise.</param>
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/// <param name="judgedObject">The object which was judged.</param>
public DrawableJudgement(JudgementResult result, DrawableHitObject judgedObject)
: this()
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{
Apply(result, judgedObject);
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}
public DrawableJudgement()
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{
Size = new Vector2(judgement_size);
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Origin = Anchor.Centre;
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}
[BackgroundDependencyLoader]
private void load()
{
prepareDrawables();
}
/// <summary>
/// Apply top-level animations to the current judgement when successfully hit.
/// Generally used for fading, defaulting to a simple fade out based on <see cref="FadeOutDelay"/>.
/// This will be used to calculate the lifetime of the judgement.
/// </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()
{
this.Delay(FadeOutDelay).FadeOut(400);
}
/// <summary>
/// Apply top-level animations to the current judgement when missed.
/// Generally used for fading, defaulting to a simple fade out based on <see cref="FadeOutDelay"/>.
/// This will be used to calculate the lifetime of the judgement.
/// </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()
{
this.Delay(600).FadeOut(200);
}
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/// <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>
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public void Apply([NotNull] JudgementResult result, [CanBeNull] DrawableHitObject judgedObject)
{
Result = result;
JudgedObject = judgedObject;
}
protected override void PrepareForUse()
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{
base.PrepareForUse();
Debug.Assert(Result != null);
prepareDrawables();
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// not sure if this should remain going forward.
skinnableJudgement.ResetAnimation();
this.FadeInFromZero(FadeInDuration, Easing.OutQuint);
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switch (Result.Type)
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{
case HitResult.None:
break;
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case HitResult.Miss:
ApplyMissAnimations();
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break;
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default:
ApplyHitAnimations();
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break;
}
if (skinnableJudgement.Drawable is IAnimatableJudgement animatable)
{
using (BeginAbsoluteSequence(Result.TimeAbsolute))
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animatable.PlayAnimation();
}
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Expire(true);
}
private HitResult? currentDrawableType;
private void prepareDrawables()
{
var type = Result?.Type ?? HitResult.Perfect; //TODO: better default type from ruleset
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// 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);
AddInternal(JudgementBody = new Container
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Child = skinnableJudgement = new SkinnableDrawable(new GameplaySkinComponent<HitResult>(type), _ =>
CreateDefaultJudgement(type), confineMode: ConfineMode.NoScaling)
});
currentDrawableType = type;
}
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protected virtual Drawable CreateDefaultJudgement(HitResult result) => new DefaultJudgementPiece(result);
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}
}