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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
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using System ;
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using System.Collections.Generic ;
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using System.Collections.Specialized ;
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using System.Diagnostics ;
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using System.Linq ;
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using JetBrains.Annotations ;
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using osu.Framework.Allocation ;
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using osu.Framework.Bindables ;
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using osu.Framework.Extensions.TypeExtensions ;
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using osu.Framework.Graphics ;
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using osu.Framework.Graphics.Primitives ;
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using osu.Framework.Threading ;
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using osu.Framework.Utils ;
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using osu.Game.Audio ;
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using osu.Game.Configuration ;
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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.Objects.Pooling ;
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using osu.Game.Rulesets.Objects.Types ;
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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.Screens.Play ;
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using osu.Game.Skinning ;
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using osuTK.Graphics ;
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namespace osu.Game.Rulesets.Objects.Drawables
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{
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[Cached(typeof(DrawableHitObject))]
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public abstract partial class DrawableHitObject : PoolableDrawableWithLifetime < HitObjectLifetimeEntry > , IAnimationTimeReference
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{
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/// <summary>
/// Invoked after this <see cref="DrawableHitObject"/>'s applied <see cref="HitObject"/> has had its defaults applied.
/// </summary>
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public event Action < DrawableHitObject > DefaultsApplied ;
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/// <summary>
/// Invoked after a <see cref="HitObject"/> has been applied to this <see cref="DrawableHitObject"/>.
/// </summary>
public event Action < DrawableHitObject > HitObjectApplied ;
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/// <summary>
/// The <see cref="HitObject"/> currently represented by this <see cref="DrawableHitObject"/>.
/// </summary>
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public HitObject HitObject = > Entry ? . HitObject ;
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/// <summary>
/// The parenting <see cref="DrawableHitObject"/>, if any.
/// </summary>
[CanBeNull]
protected internal DrawableHitObject ParentHitObject { get ; internal set ; }
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/// <summary>
/// The colour used for various elements of this DrawableHitObject.
/// </summary>
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public readonly Bindable < Color4 > AccentColour = new Bindable < Color4 > ( Color4 . Gray ) ;
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protected PausableSkinnableSound Samples { get ; private set ; }
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public virtual IEnumerable < HitSampleInfo > GetSamples ( ) = > HitObject . Samples ;
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private readonly List < DrawableHitObject > nestedHitObjects = new List < DrawableHitObject > ( ) ;
public IReadOnlyList < DrawableHitObject > NestedHitObjects = > nestedHitObjects ;
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/// <summary>
/// Whether this object should handle any user input events.
/// </summary>
public bool HandleUserInput { get ; set ; } = true ;
public override bool PropagatePositionalInputSubTree = > HandleUserInput ;
public override bool PropagateNonPositionalInputSubTree = > HandleUserInput ;
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/// <summary>
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/// Invoked by this or a nested <see cref="DrawableHitObject"/> after a <see cref="JudgementResult"/> has been applied.
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/// </summary>
public event Action < DrawableHitObject , JudgementResult > OnNewResult ;
/// <summary>
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/// Invoked by this or a nested <see cref="DrawableHitObject"/> prior to a <see cref="JudgementResult"/> being reverted.
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/// </summary>
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/// <remarks>
/// This is only invoked if this <see cref="DrawableHitObject"/> is alive when the result is reverted.
/// </remarks>
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public event Action < DrawableHitObject , JudgementResult > OnRevertResult ;
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/// <summary>
/// Invoked when a new nested hit object is created by <see cref="CreateNestedHitObject" />.
/// </summary>
internal event Action < DrawableHitObject > OnNestedDrawableCreated ;
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/// <summary>
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/// Whether a visual indicator should be displayed when a scoring result occurs.
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/// </summary>
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public virtual bool DisplayResult = > true ;
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/// <summary>
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/// The scoring result of this <see cref="DrawableHitObject"/>.
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/// </summary>
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public JudgementResult Result = > Entry ? . Result ;
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/// <summary>
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/// Whether this <see cref="DrawableHitObject"/> has been hit. This occurs if <see cref="Result"/> is hit.
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/// Note: This does NOT include nested hitobjects.
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/// </summary>
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public bool IsHit = > Result ? . IsHit ? ? false ;
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/// <summary>
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/// Whether this <see cref="DrawableHitObject"/> has been judged.
/// Note: This does NOT include nested hitobjects.
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/// </summary>
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public bool Judged = > Entry ? . Judged ? ? false ;
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/// <summary>
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/// Whether this <see cref="DrawableHitObject"/> and all of its nested <see cref="DrawableHitObject"/>s have been judged.
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/// </summary>
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public bool AllJudged = > Entry ? . AllJudged ? ? false ;
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/// <summary>
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/// The relative X position of this hit object for sample playback balance adjustment.
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/// </summary>
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/// <remarks>
/// This is a range of 0..1 (0 for far-left, 0.5 for centre, 1 for far-right).
/// Dampening is post-applied to ensure the effect is not too intense.
/// </remarks>
protected virtual float SamplePlaybackPosition = > 0.5f ;
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public readonly Bindable < double > StartTimeBindable = new Bindable < double > ( ) ;
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private readonly BindableList < HitSampleInfo > samplesBindable = new BindableList < HitSampleInfo > ( ) ;
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private readonly Bindable < int > comboIndexBindable = new Bindable < int > ( ) ;
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private readonly IBindable < float > positionalHitsoundsLevel = new Bindable < float > ( ) ;
private readonly IBindable < float > comboColourBrightness = new Bindable < float > ( ) ;
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private readonly Bindable < int > comboIndexWithOffsetsBindable = new Bindable < int > ( ) ;
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protected override bool RequiresChildrenUpdate = > true ;
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public override bool IsPresent = > base . IsPresent | | ( State . Value = = ArmedState . Idle & & Clock ? . CurrentTime > = LifetimeStart ) ;
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private readonly Bindable < ArmedState > state = new Bindable < ArmedState > ( ) ;
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/// <summary>
/// The state of this <see cref="DrawableHitObject"/>.
/// </summary>
/// <remarks>
/// For pooled hitobjects, <see cref="ApplyCustomUpdateState"/> is recommended to be used instead for better editor/rewinding support.
/// </remarks>
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public IBindable < ArmedState > State = > state ;
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[Resolved(CanBeNull = true)]
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private IPooledHitObjectProvider pooledObjectProvider { get ; set ; }
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/// <summary>
/// Whether the initialization logic in <see cref="Playfield" /> has applied.
/// </summary>
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internal bool IsInitialized ;
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/// <summary>
/// The minimum allowable volume for sample playback.
/// <see cref="Samples"/> quieter than that will be forcibly played at this volume instead.
/// </summary>
/// <remarks>
/// <para>
/// Drawable hitobjects adding their own custom samples, or other sample playback sources
/// (i.e. <see cref="GameplaySampleTriggerSource"/>) must enforce this themselves.
/// </para>
/// <para>
/// This sample volume floor is present in stable, although it is set at 8% rather than 5%.
/// See: https://github.com/peppy/osu-stable-reference/blob/3ea48705eb67172c430371dcfc8a16a002ed0d3d/osu!/Audio/AudioEngine.cs#L1070,
/// https://github.com/peppy/osu-stable-reference/blob/3ea48705eb67172c430371dcfc8a16a002ed0d3d/osu!/Audio/AudioEngine.cs#L1404-L1405.
/// The reason why it is 5% here is that the 8% cap was enforced in a silent manner
/// (i.e. the minimum selectable volume in the editor was 5%, but it would be played at 8% anyways),
/// which is confusing and arbitrary, so we're just doing 5% here at the cost of sacrificing strict parity.
/// </para>
/// </remarks>
public const int MINIMUM_SAMPLE_VOLUME = 5 ;
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/// <summary>
/// Creates a new <see cref="DrawableHitObject"/>.
/// </summary>
/// <param name="initialHitObject">
/// The <see cref="HitObject"/> to be initially applied to this <see cref="DrawableHitObject"/>.
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/// If <c>null</c>, a hitobject is expected to be later applied via <see cref="PoolableDrawableWithLifetime{TEntry}.Apply"/> (or automatically via pooling).
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/// </param>
protected DrawableHitObject ( [ CanBeNull ] HitObject initialHitObject = null )
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{
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if ( initialHitObject = = null ) return ;
Entry = new SyntheticHitObjectEntry ( initialHitObject ) ;
ensureEntryHasResult ( ) ;
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}
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[BackgroundDependencyLoader]
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private void load ( IGameplaySettings gameplaySettings , ISkinSource skinSource )
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{
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positionalHitsoundsLevel . BindTo ( gameplaySettings . PositionalHitsoundsLevel ) ;
comboColourBrightness . BindTo ( gameplaySettings . ComboColourNormalisationAmount ) ;
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// Explicit non-virtual function call in case a DrawableHitObject overrides AddInternal.
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base . AddInternal ( Samples = new PausableSkinnableSound
{
MinimumSampleVolume = MINIMUM_SAMPLE_VOLUME
} ) ;
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CurrentSkin = skinSource ;
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CurrentSkin . SourceChanged + = skinSourceChanged ;
}
protected override void LoadAsyncComplete ( )
{
base . LoadAsyncComplete ( ) ;
skinChanged ( ) ;
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}
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protected override void LoadComplete ( )
{
base . LoadComplete ( ) ;
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comboIndexBindable . BindValueChanged ( _ = > UpdateComboColour ( ) ) ;
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comboIndexWithOffsetsBindable . BindValueChanged ( _ = > UpdateComboColour ( ) , true ) ;
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comboColourBrightness . BindValueChanged ( _ = > UpdateComboColour ( ) ) ;
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// Apply transforms
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updateStateFromResult ( ) ;
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}
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/// <summary>
/// Applies a new <see cref="HitObject"/> to be represented by this <see cref="DrawableHitObject"/>.
/// A new <see cref="HitObjectLifetimeEntry"/> is automatically created and applied to this <see cref="DrawableHitObject"/>.
/// </summary>
public void Apply ( [ NotNull ] HitObject hitObject )
{
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ArgumentNullException . ThrowIfNull ( hitObject ) ;
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Apply ( new SyntheticHitObjectEntry ( hitObject ) ) ;
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}
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protected sealed override void OnApply ( HitObjectLifetimeEntry entry )
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{
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Debug . Assert ( Entry ! = null ) ;
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// LifetimeStart is already computed using HitObjectLifetimeEntry's InitialLifetimeOffset.
// We override this with DHO's InitialLifetimeOffset for a non-pooled DHO.
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if ( entry is SyntheticHitObjectEntry )
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LifetimeStart = HitObject . StartTime - InitialLifetimeOffset ;
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ensureEntryHasResult ( ) ;
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entry . RevertResult + = onRevertResult ;
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foreach ( var h in HitObject . NestedHitObjects )
{
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var pooledDrawableNested = pooledObjectProvider ? . GetPooledDrawableRepresentation ( h , this ) ;
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var drawableNested = pooledDrawableNested
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? ? CreateNestedHitObject ( h )
? ? throw new InvalidOperationException ( $"{nameof(CreateNestedHitObject)} returned null for {h.GetType().ReadableName()}." ) ;
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// Only invoke the event for non-pooled DHOs, otherwise the event will be fired by the playfield.
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if ( pooledDrawableNested = = null )
OnNestedDrawableCreated ? . Invoke ( drawableNested ) ;
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drawableNested . OnNewResult + = onNewResult ;
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drawableNested . OnRevertResult + = onNestedRevertResult ;
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drawableNested . ApplyCustomUpdateState + = onApplyCustomUpdateState ;
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// This is only necessary for non-pooled DHOs. For pooled DHOs, this is handled inside GetPooledDrawableRepresentation().
// Must be done before the nested DHO is added to occur before the nested Apply()!
drawableNested . ParentHitObject = this ;
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nestedHitObjects . Add ( drawableNested ) ;
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// assume that synthetic entries are not pooled and therefore need to be managed from within the DHO.
// this is important for the correctness of value of flags such as `AllJudged`.
if ( drawableNested . Entry is SyntheticHitObjectEntry syntheticNestedEntry )
Entry . NestedEntries . Add ( syntheticNestedEntry ) ;
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AddNestedHitObject ( drawableNested ) ;
}
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StartTimeBindable . BindTo ( HitObject . StartTimeBindable ) ;
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if ( HitObject is IHasComboInformation combo )
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{
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comboIndexBindable . BindTo ( combo . ComboIndexBindable ) ;
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comboIndexWithOffsetsBindable . BindTo ( combo . ComboIndexWithOffsetsBindable ) ;
}
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samplesBindable . BindTo ( HitObject . SamplesBindable ) ;
samplesBindable . BindCollectionChanged ( onSamplesChanged , true ) ;
HitObject . DefaultsApplied + = onDefaultsApplied ;
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OnApply ( ) ;
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HitObjectApplied ? . Invoke ( this ) ;
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// If not loaded, the state update happens in LoadComplete().
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if ( IsLoaded )
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{
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updateStateFromResult ( ) ;
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// Combo colour may have been applied via a bindable flow while no object entry was attached.
// Update here to ensure we're in a good state.
UpdateComboColour ( ) ;
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}
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}
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private void updateStateFromResult ( )
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{
if ( Result . IsHit )
updateState ( ArmedState . Hit , true ) ;
else if ( Result . HasResult )
updateState ( ArmedState . Miss , true ) ;
else
updateState ( ArmedState . Idle , true ) ;
}
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protected sealed override void OnFree ( HitObjectLifetimeEntry entry )
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{
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Debug . Assert ( Entry ! = null ) ;
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StartTimeBindable . UnbindFrom ( HitObject . StartTimeBindable ) ;
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if ( HitObject is IHasComboInformation combo )
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{
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comboIndexBindable . UnbindFrom ( combo . ComboIndexBindable ) ;
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comboIndexWithOffsetsBindable . UnbindFrom ( combo . ComboIndexWithOffsetsBindable ) ;
}
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samplesBindable . UnbindFrom ( HitObject . SamplesBindable ) ;
// When a new hitobject is applied, the samples will be cleared before re-populating.
// In order to stop this needless update, the event is unbound and re-bound as late as possible in Apply().
samplesBindable . CollectionChanged - = onSamplesChanged ;
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// Release the samples for other hitobjects to use.
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Samples ? . ClearSamples ( ) ;
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foreach ( var obj in nestedHitObjects )
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{
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obj . OnNewResult - = onNewResult ;
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obj . OnRevertResult - = onNestedRevertResult ;
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obj . ApplyCustomUpdateState - = onApplyCustomUpdateState ;
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}
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nestedHitObjects . Clear ( ) ;
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// clean up synthetic entries manually added in `Apply()`.
Entry . NestedEntries . RemoveAll ( nestedEntry = > nestedEntry is SyntheticHitObjectEntry ) ;
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ClearNestedHitObjects ( ) ;
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// Changes to `HitObject` properties trigger default application, which triggers `State` updates.
// When a new hitobject is applied, `OnApply()` automatically performs a state update.
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HitObject . DefaultsApplied - = onDefaultsApplied ;
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entry . RevertResult - = onRevertResult ;
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OnFree ( ) ;
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ParentHitObject = null ;
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clearExistingStateTransforms ( ) ;
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}
/// <summary>
/// Invoked for this <see cref="DrawableHitObject"/> to take on any values from a newly-applied <see cref="HitObject"/>.
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/// This is also fired after any changes which occurred via an <see cref="osu.Game.Rulesets.Objects.HitObject.ApplyDefaults"/> call.
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/// </summary>
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protected virtual void OnApply ( )
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{
}
/// <summary>
/// Invoked for this <see cref="DrawableHitObject"/> to revert any values previously taken on from the currently-applied <see cref="HitObject"/>.
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/// This is also fired after any changes which occurred via an <see cref="osu.Game.Rulesets.Objects.HitObject.ApplyDefaults"/> call.
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/// </summary>
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protected virtual void OnFree ( )
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{
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}
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/// <summary>
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/// Invoked by the base <see cref="DrawableHitObject"/> to populate samples, once on initial load and potentially again on any change to the samples collection.
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/// </summary>
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protected virtual void LoadSamples ( )
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{
var samples = GetSamples ( ) . ToArray ( ) ;
if ( samples . Length < = 0 )
return ;
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Samples . Samples = samples . Cast < ISampleInfo > ( ) . ToArray ( ) ;
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}
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private void onSamplesChanged ( object sender , NotifyCollectionChangedEventArgs e ) = > LoadSamples ( ) ;
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private void onNewResult ( DrawableHitObject drawableHitObject , JudgementResult result ) = > OnNewResult ? . Invoke ( drawableHitObject , result ) ;
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private void onRevertResult ( )
{
updateState ( ArmedState . Idle ) ;
OnRevertResult ? . Invoke ( this , Result ) ;
}
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private void onNestedRevertResult ( DrawableHitObject drawableHitObject , JudgementResult result ) = > OnRevertResult ? . Invoke ( drawableHitObject , result ) ;
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private void onApplyCustomUpdateState ( DrawableHitObject drawableHitObject , ArmedState state ) = > ApplyCustomUpdateState ? . Invoke ( drawableHitObject , state ) ;
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private void onDefaultsApplied ( HitObject hitObject )
{
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Debug . Assert ( Entry ! = null ) ;
Apply ( Entry ) ;
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// Applied defaults indicate a change in hit object state.
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// We need to update the judgement result time to the new end time
// and update state to ensure the hit object fades out at the correct time.
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if ( Result is not null )
{
Result . TimeOffset = 0 ;
updateState ( State . Value , true ) ;
}
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DefaultsApplied ? . Invoke ( this ) ;
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}
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/// <summary>
/// Invoked by the base <see cref="DrawableHitObject"/> to add nested <see cref="DrawableHitObject"/>s to the hierarchy.
/// </summary>
/// <param name="hitObject">The <see cref="DrawableHitObject"/> to be added.</param>
protected virtual void AddNestedHitObject ( DrawableHitObject hitObject )
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{
}
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/// <summary>
/// Invoked by the base <see cref="DrawableHitObject"/> to remove all previously-added nested <see cref="DrawableHitObject"/>s.
/// </summary>
protected virtual void ClearNestedHitObjects ( )
{
}
/// <summary>
/// Creates the drawable representation for a nested <see cref="HitObject"/>.
/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/>.</param>
/// <returns>The drawable representation for <paramref name="hitObject"/>.</returns>
protected virtual DrawableHitObject CreateNestedHitObject ( HitObject hitObject ) = > null ;
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#region State / Transform Management
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/// <summary>
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/// Invoked by this or a nested <see cref="DrawableHitObject"/> to apply a custom state that can override the default implementation.
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/// </summary>
public event Action < DrawableHitObject , ArmedState > ApplyCustomUpdateState ;
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protected override void ClearInternal ( bool disposeChildren = true ) = >
// See sample addition in load method.
throw new InvalidOperationException (
$"Should never clear a {nameof(DrawableHitObject)} as the base implementation adds components. If attempting to use {nameof(InternalChild)} or {nameof(InternalChildren)}, using {nameof(AddInternal)} or {nameof(AddRangeInternal)} instead." ) ;
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private void updateState ( ArmedState newState , bool force = false )
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{
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if ( State . Value = = newState & & ! force )
return ;
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LifetimeEnd = double . MaxValue ;
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clearExistingStateTransforms ( ) ;
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double initialTransformsTime = HitObject . StartTime - InitialLifetimeOffset ;
AnimationStartTime . Value = initialTransformsTime ;
using ( BeginAbsoluteSequence ( initialTransformsTime ) )
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UpdateInitialTransforms ( ) ;
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using ( BeginAbsoluteSequence ( StateUpdateTime ) )
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UpdateStartTimeStateTransforms ( ) ;
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using ( BeginAbsoluteSequence ( HitStateUpdateTime ) )
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UpdateHitStateTransforms ( newState ) ;
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state . Value = newState ;
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if ( LifetimeEnd = = double . MaxValue & & ( state . Value ! = ArmedState . Idle | | HitObject . HitWindows = = null ) )
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LifetimeEnd = Math . Max ( LatestTransformEndTime , HitStateUpdateTime + ( Samples ? . Length ? ? 0 ) ) ;
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// apply any custom state overrides
ApplyCustomUpdateState ? . Invoke ( this , newState ) ;
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if ( ! force & & newState = = ArmedState . Hit )
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PlaySamples ( ) ;
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}
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private void clearExistingStateTransforms ( )
{
base . ApplyTransformsAt ( double . MinValue , true ) ;
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// has to call this method directly (not ClearTransforms) to bypass the local ClearTransformsAfter override.
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base . ClearTransformsAfter ( double . MinValue , true ) ;
}
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/// <summary>
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/// Reapplies the current <see cref="ArmedState"/>.
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/// </summary>
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public void RefreshStateTransforms ( ) = > updateState ( State . Value , true ) ;
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/// <summary>
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/// Apply (generally fade-in) transforms leading into the <see cref="HitObject"/> start time.
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/// By default, this will fade in the object from zero with no duration.
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/// </summary>
/// <remarks>
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/// This is called once before every <see cref="UpdateHitStateTransforms"/>. This is to ensure a good state in the case
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/// the <see cref="JudgementResult.TimeOffset"/> was negative and potentially altered the pre-hit transforms.
/// </remarks>
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protected virtual void UpdateInitialTransforms ( )
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{
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this . FadeInFromZero ( ) ;
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}
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/// <summary>
/// Apply passive transforms at the <see cref="HitObject"/>'s StartTime.
/// This is called each time <see cref="State"/> changes.
/// Previous states are automatically cleared.
/// </summary>
protected virtual void UpdateStartTimeStateTransforms ( )
{
}
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/// <summary>
/// Apply transforms based on the current <see cref="ArmedState"/>. This call is offset by <see cref="HitStateUpdateTime"/> (HitObject.EndTime + Result.Offset), equivalent to when the user hit the object.
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/// If <see cref="Drawable.LifetimeEnd"/> was not set during this call, <see cref="Drawable.Expire"/> will be invoked.
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/// Previous states are automatically cleared.
/// </summary>
/// <param name="state">The new armed state.</param>
protected virtual void UpdateHitStateTransforms ( ArmedState state )
{
}
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public override void ClearTransformsAfter ( double time , bool propagateChildren = false , string targetMember = null )
{
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// Parent calls to this should be blocked for safety, as we are manually handling this in updateState.
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}
public override void ApplyTransformsAt ( double time , bool propagateChildren = false )
{
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// Parent calls to this should be blocked for safety, as we are manually handling this in updateState.
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}
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#endregion
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#region Skinning
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protected ISkinSource CurrentSkin { get ; private set ; }
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private void skinSourceChanged ( ) = > Scheduler . AddOnce ( skinChanged ) ;
private void skinChanged ( )
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{
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UpdateComboColour ( ) ;
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ApplySkin ( CurrentSkin , true ) ;
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if ( IsLoaded )
updateState ( State . Value , true ) ;
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}
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protected void UpdateComboColour ( )
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{
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if ( ! ( HitObject is IHasComboInformation combo ) ) return ;
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Color4 colour = combo . GetComboColour ( CurrentSkin ) ;
// Normalise the combo colour to the given brightness level.
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if ( comboColourBrightness . Value ! = 0 )
{
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colour = Interpolation . ValueAt ( Math . Abs ( comboColourBrightness . Value ) , colour , new HSPAColour ( colour ) { P = 0.6f } . ToColor4 ( ) , 0 , 1 ) ;
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}
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AccentColour . Value = colour ;
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}
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/// <summary>
/// Called when a change is made to the skin.
/// </summary>
/// <param name="skin">The new skin.</param>
/// <param name="allowFallback">Whether fallback to default skin should be allowed if the custom skin is missing this resource.</param>
protected virtual void ApplySkin ( ISkinSource skin , bool allowFallback )
{
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}
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/// <summary>
/// Calculate the position to be used for sample playback at a specified X position (0..1).
/// </summary>
/// <param name="position">The lookup X position. Generally should be <see cref="SamplePlaybackPosition"/>.</param>
protected double CalculateSamplePlaybackBalance ( double position )
{
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float balanceAdjustAmount = positionalHitsoundsLevel . Value * 2 ;
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double returnedValue = balanceAdjustAmount * ( position - 0.5f ) ;
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// Rounded to reduce the overhead of audio adjustments (which are currently bindable heavy).
// Balance is very hard to perceive in small increments anyways.
return Math . Round ( returnedValue , 2 ) ;
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}
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/// <summary>
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/// Plays all the hit sounds for this <see cref="DrawableHitObject"/>.
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/// This is invoked automatically when this <see cref="DrawableHitObject"/> is hit.
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/// </summary>
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public virtual void PlaySamples ( )
{
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if ( Samples ! = null )
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{
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Samples . Balance . Value = CalculateSamplePlaybackBalance ( SamplePlaybackPosition ) ;
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Samples . Play ( ) ;
}
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}
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/// <summary>
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/// Stops playback of all relevant samples. Generally only looping samples should be stopped by this, and the rest let to play out.
/// Automatically called when <see cref="DrawableHitObject{TObject}"/>'s lifetime has been exceeded.
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/// </summary>
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public virtual void StopAllSamples ( )
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{
if ( Samples ? . Looping = = true )
Samples . Stop ( ) ;
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}
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#endregion
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public override bool UpdateSubTreeMasking ( Drawable source , RectangleF maskingBounds ) = > false ;
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protected override void UpdateAfterChildren ( )
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{
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base . UpdateAfterChildren ( ) ;
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UpdateResult ( false ) ;
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}
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/// <summary>
/// Schedules an <see cref="Action"/> to this <see cref="DrawableHitObject"/>.
/// </summary>
/// <remarks>
/// Only provided temporarily until hitobject pooling is implemented.
/// </remarks>
protected internal new ScheduledDelegate Schedule ( Action action ) = > base . Schedule ( action ) ;
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/// <summary>
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/// An offset prior to the start time of <see cref="HitObject"/> at which this <see cref="DrawableHitObject"/> may begin displaying contents.
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/// By default, <see cref="DrawableHitObject"/>s are assumed to display their contents within 10 seconds prior to the start time of <see cref="HitObject"/>.
/// </summary>
/// <remarks>
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/// The initial transformation (<see cref="UpdateInitialTransforms"/>) starts at this offset before the start time of <see cref="HitObject"/>.
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/// </remarks>
protected virtual double InitialLifetimeOffset = > 10000 ;
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/// <summary>
/// The time at which state transforms should be applied that line up to <see cref="HitObject"/>'s StartTime.
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/// This is used to offset calls to <see cref="UpdateStartTimeStateTransforms"/>.
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/// </summary>
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public double StateUpdateTime = > HitObject . StartTime ;
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/// <summary>
/// The time at which judgement dependent state transforms should be applied. This is equivalent of the (end) time of the object, in addition to any judgement offset.
/// This is used to offset calls to <see cref="UpdateHitStateTransforms"/>.
/// </summary>
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public double HitStateUpdateTime = > Result ? . TimeAbsolute ? ? HitObject . GetEndTime ( ) ;
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/// <summary>
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/// Will be called at least once after this <see cref="DrawableHitObject"/> has become not alive.
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/// </summary>
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public virtual void OnKilled ( )
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{
foreach ( var nested in NestedHitObjects )
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nested . OnKilled ( ) ;
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// failsafe to ensure looping samples don't get stuck in a playing state.
// this could occur in a non-frame-stable context where DrawableHitObjects get killed before a SkinnableSound has the chance to be stopped.
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StopAllSamples ( ) ;
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UpdateResult ( false ) ;
}
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/// <summary>
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/// Applies the <see cref="Result"/> of this <see cref="DrawableHitObject"/>, notifying responders such as
/// the <see cref="ScoreProcessor"/> of the <see cref="JudgementResult"/>.
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/// </summary>
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/// <param name="application">The callback that applies changes to the <see cref="JudgementResult"/>.</param>
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protected void ApplyResult ( Action < JudgementResult > application )
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{
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if ( Result . HasResult )
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throw new InvalidOperationException ( "Cannot apply result on a hitobject that already has a result." ) ;
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application ? . Invoke ( Result ) ;
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if ( ! Result . HasResult )
throw new InvalidOperationException ( $"{GetType().ReadableName()} applied a {nameof(JudgementResult)} but did not update {nameof(JudgementResult.Type)}." ) ;
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HitResultExtensions . ValidateHitResultPair ( Result . Judgement . MaxResult , Result . Judgement . MinResult ) ;
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if ( ! Result . Type . IsValidHitResult ( Result . Judgement . MinResult , Result . Judgement . MaxResult ) )
{
throw new InvalidOperationException (
$"{GetType().ReadableName()} applied an invalid hit result (was: {Result.Type}, expected: [{Result.Judgement.MinResult} ... {Result.Judgement.MaxResult}])." ) ;
}
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Result . RawTime = Time . Current ;
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Result . GameplayRate = ( Clock as IGameplayClock ) ? . GetTrueGameplayRate ( ) ? ? Clock . Rate ;
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if ( Result . HasResult )
updateState ( Result . IsHit ? ArmedState . Hit : ArmedState . Miss ) ;
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OnNewResult ? . Invoke ( this , Result ) ;
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}
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/// <summary>
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/// Processes this <see cref="DrawableHitObject"/>, checking if a scoring result has occurred.
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/// </summary>
/// <param name="userTriggered">Whether the user triggered this process.</param>
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/// <returns>Whether a scoring result has occurred from this <see cref="DrawableHitObject"/> or any nested <see cref="DrawableHitObject"/>.</returns>
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protected bool UpdateResult ( bool userTriggered )
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{
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// It's possible for input to get into a bad state when rewinding gameplay, so results should not be processed
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if ( ( Clock as IGameplayClock ) ? . IsRewinding = = true )
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return false ;
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if ( Judged )
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return false ;
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CheckForResult ( userTriggered , Time . Current - HitObject . GetEndTime ( ) ) ;
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return Judged ;
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}
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/// <summary>
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/// Checks if a scoring result has occurred for this <see cref="DrawableHitObject"/>.
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/// </summary>
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/// <remarks>
/// If a scoring result has occurred, this method must invoke <see cref="ApplyResult"/> to update the result and notify responders.
/// </remarks>
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/// <param name="userTriggered">Whether the user triggered this check.</param>
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/// <param name="timeOffset">The offset from the end time of the <see cref="HitObject"/> at which this check occurred.
/// A <paramref name="timeOffset"/> > 0 implies that this check occurred after the end time of the <see cref="HitObject"/>. </param>
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protected virtual void CheckForResult ( bool userTriggered , double timeOffset )
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{
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}
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/// <summary>
/// Creates the <see cref="JudgementResult"/> that represents the scoring result for this <see cref="DrawableHitObject"/>.
/// </summary>
/// <param name="judgement">The <see cref="Judgement"/> that provides the scoring information.</param>
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protected virtual JudgementResult CreateResult ( Judgement judgement ) = > new JudgementResult ( HitObject , judgement ) ;
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private void ensureEntryHasResult ( )
{
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Debug . Assert ( Entry ! = null ) ;
Entry . Result ? ? = CreateResult ( HitObject . CreateJudgement ( ) )
? ? throw new InvalidOperationException ( $"{GetType().ReadableName()} must provide a {nameof(JudgementResult)} through {nameof(CreateResult)}." ) ;
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}
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protected override void Dispose ( bool isDisposing )
{
base . Dispose ( isDisposing ) ;
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if ( HitObject ! = null )
HitObject . DefaultsApplied - = onDefaultsApplied ;
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if ( CurrentSkin ! = null )
CurrentSkin . SourceChanged - = skinSourceChanged ;
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}
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public Bindable < double > AnimationStartTime { get ; } = new BindableDouble ( ) ;
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}
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public abstract partial class DrawableHitObject < TObject > : DrawableHitObject
where TObject : HitObject
{
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public new TObject HitObject = > ( TObject ) base . HitObject ;
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protected DrawableHitObject ( [ CanBeNull ] TObject hitObject )
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: base ( hitObject )
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{
}
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}
}