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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 System.Collections.Generic ;
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using System.Collections.Specialized ;
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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.Logging ;
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using osu.Framework.Threading ;
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using osu.Game.Audio ;
using osu.Game.Rulesets.Judgements ;
using osu.Game.Rulesets.Objects.Types ;
using osu.Game.Rulesets.Scoring ;
using osu.Game.Skinning ;
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using osu.Game.Configuration ;
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using osuTK.Graphics ;
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namespace osu.Game.Rulesets.Objects.Drawables
{
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[Cached(typeof(DrawableHitObject))]
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public abstract class DrawableHitObject : SkinReloadableDrawable
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{
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public event Action < DrawableHitObject > DefaultsApplied ;
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/// <summary>
/// The <see cref="HitObject"/> currently represented by this <see cref="DrawableHitObject"/>.
/// </summary>
public HitObject HitObject { get ; private 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 Lazy < List < DrawableHitObject > > nestedHitObjects = new Lazy < List < DrawableHitObject > > ( ) ;
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public IReadOnlyList < DrawableHitObject > NestedHitObjects = > nestedHitObjects . IsValueCreated ? nestedHitObjects . Value : ( IReadOnlyList < DrawableHitObject > ) Array . Empty < DrawableHitObject > ( ) ;
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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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public event Action < DrawableHitObject , JudgementResult > OnRevertResult ;
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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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/// 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 = > Judged & & NestedHitObjects . All ( h = > h . AllJudged ) ;
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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 = > Result ? . HasResult ? ? true ;
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/// <summary>
/// The scoring result of this <see cref="DrawableHitObject"/>.
/// </summary>
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public JudgementResult Result { get ; private set ; }
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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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private readonly Bindable < double > startTimeBindable = new Bindable < double > ( ) ;
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private readonly BindableList < HitSampleInfo > samplesBindable = new BindableList < HitSampleInfo > ( ) ;
private readonly Bindable < bool > userPositionalHitSounds = new Bindable < bool > ( ) ;
private readonly Bindable < int > comboIndexBindable = new Bindable < int > ( ) ;
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public override bool RemoveWhenNotAlive = > false ;
public override bool RemoveCompletedTransforms = > false ;
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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public IBindable < ArmedState > State = > state ;
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/// <summary>
/// Whether <see cref="HitObject"/> is currently applied.
/// </summary>
private bool hasHitObjectApplied ;
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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"/>.
/// If <c>null</c>, a hitobject is expected to be later applied via <see cref="Apply"/> (or automatically via pooling).
/// </param>
protected DrawableHitObject ( [ CanBeNull ] HitObject initialHitObject = null )
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{
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HitObject = initialHitObject ;
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}
[BackgroundDependencyLoader]
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private void load ( OsuConfigManager config )
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{
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config . BindWith ( OsuSetting . PositionalHitSounds , userPositionalHitSounds ) ;
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}
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protected override void LoadAsyncComplete ( )
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{
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base . LoadAsyncComplete ( ) ;
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if ( HitObject ! = null )
Apply ( HitObject ) ;
}
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protected override void LoadComplete ( )
{
base . LoadComplete ( ) ;
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startTimeBindable . BindValueChanged ( _ = > updateState ( State . Value , true ) ) ;
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comboIndexBindable . BindValueChanged ( _ = > updateComboColour ( ) , true ) ;
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updateState ( ArmedState . Idle , true ) ;
}
/// <summary>
/// Applies a new <see cref="HitObject"/> to be represented by this <see cref="DrawableHitObject"/>.
/// </summary>
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/// <param name="hitObject">The <see cref="HitObject"/> to apply.</param>
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public void Apply ( HitObject hitObject )
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{
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free ( ) ;
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HitObject = hitObject ? ? throw new InvalidOperationException ( $"Cannot apply a null {nameof(HitObject)}." ) ;
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// Ensure this DHO has a result.
Result ? ? = CreateResult ( HitObject . CreateJudgement ( ) )
? ? throw new InvalidOperationException ( $"{GetType().ReadableName()} must provide a {nameof(JudgementResult)} through {nameof(CreateResult)}." ) ;
foreach ( var h in HitObject . NestedHitObjects )
{
var drawableNested = CreateNestedHitObject ( h ) ? ? throw new InvalidOperationException ( $"{nameof(CreateNestedHitObject)} returned null for {h.GetType().ReadableName()}." ) ;
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drawableNested . OnNewResult + = onNewResult ;
drawableNested . OnRevertResult + = onRevertResult ;
drawableNested . ApplyCustomUpdateState + = onApplyCustomUpdateState ;
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nestedHitObjects . Value . Add ( drawableNested ) ;
AddNestedHitObject ( drawableNested ) ;
}
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startTimeBindable . BindTo ( HitObject . StartTimeBindable ) ;
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if ( HitObject is IHasComboInformation combo )
comboIndexBindable . BindTo ( combo . ComboIndexBindable ) ;
samplesBindable . BindTo ( HitObject . SamplesBindable ) ;
samplesBindable . BindCollectionChanged ( onSamplesChanged , true ) ;
HitObject . DefaultsApplied + = onDefaultsApplied ;
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OnApply ( hitObject ) ;
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// If not loaded, the state update happens in LoadComplete(). Otherwise, the update is scheduled to allow for lifetime updates.
if ( IsLoaded )
Schedule ( ( ) = > updateState ( ArmedState . Idle , true ) ) ;
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hasHitObjectApplied = true ;
}
/// <summary>
/// Removes the currently applied <see cref="HitObject"/>
/// </summary>
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private void free ( )
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{
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if ( ! hasHitObjectApplied )
return ;
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startTimeBindable . UnbindFrom ( HitObject . StartTimeBindable ) ;
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if ( HitObject is IHasComboInformation combo )
comboIndexBindable . UnbindFrom ( combo . ComboIndexBindable ) ;
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 ;
if ( nestedHitObjects . IsValueCreated )
{
foreach ( var obj in nestedHitObjects . Value )
{
obj . OnNewResult - = onNewResult ;
obj . OnRevertResult - = onRevertResult ;
obj . ApplyCustomUpdateState - = onApplyCustomUpdateState ;
}
nestedHitObjects . Value . Clear ( ) ;
ClearNestedHitObjects ( ) ;
}
HitObject . DefaultsApplied - = onDefaultsApplied ;
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OnFree ( HitObject ) ;
HitObject = null ;
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hasHitObjectApplied = false ;
}
protected sealed override void FreeAfterUse ( )
{
base . FreeAfterUse ( ) ;
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// Freeing while not in a pool would cause the DHO to not be usable elsewhere in the hierarchy without being re-applied.
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if ( ! IsInPool )
return ;
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free ( ) ;
}
/// <summary>
/// Invoked for this <see cref="DrawableHitObject"/> to take on any values from a newly-applied <see cref="HitObject"/>.
/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/> being applied.</param>
protected virtual void OnApply ( HitObject hitObject )
{
}
/// <summary>
/// Invoked for this <see cref="DrawableHitObject"/> to revert any values previously taken on from the currently-applied <see cref="HitObject"/>.
/// </summary>
/// <param name="hitObject">The currently-applied <see cref="HitObject"/>.</param>
protected virtual void OnFree ( HitObject hitObject )
{
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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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{
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if ( Samples ! = null )
{
RemoveInternal ( Samples ) ;
Samples = null ;
}
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var samples = GetSamples ( ) . ToArray ( ) ;
if ( samples . Length < = 0 )
return ;
if ( HitObject . SampleControlPoint = = null )
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{
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throw new InvalidOperationException ( $"{nameof(HitObject)}s must always have an attached {nameof(HitObject.SampleControlPoint)}."
+ $" This is an indication that {nameof(HitObject.ApplyDefaults)} has not been invoked on {this}." ) ;
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}
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Samples = new PausableSkinnableSound ( samples . Select ( s = > HitObject . SampleControlPoint . ApplyTo ( s ) ) ) ;
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AddInternal ( Samples ) ;
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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 ( 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 )
{
Apply ( hitObject ) ;
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 ) = > throw new InvalidOperationException ( $"Should never clear a {nameof(DrawableHitObject)}" ) ;
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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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double transformTime = HitObject . StartTime - InitialLifetimeOffset ;
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base . ApplyTransformsAt ( double . MinValue , true ) ;
base . ClearTransformsAfter ( double . MinValue , true ) ;
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using ( BeginAbsoluteSequence ( transformTime , true ) )
UpdateInitialTransforms ( ) ;
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using ( BeginAbsoluteSequence ( StateUpdateTime , true ) )
UpdateStartTimeStateTransforms ( ) ;
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#pragma warning disable 618
using ( BeginAbsoluteSequence ( StateUpdateTime + ( Result ? . TimeOffset ? ? 0 ) , true ) )
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UpdateStateTransforms ( newState ) ;
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#pragma warning restore 618
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using ( BeginAbsoluteSequence ( HitStateUpdateTime , true ) )
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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Expire ( ) ;
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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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/// <summary>
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/// Apply (generally fade-in) transforms leading into the <see cref="HitObject"/> start time.
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/// The local drawable hierarchy is recursively delayed to <see cref="LifetimeStart"/> for convenience.
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///
/// By default this will fade in the object from zero with no duration.
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/// </summary>
/// <remarks>
/// This is called once before every <see cref="UpdateStateTransforms"/>. This is to ensure a good state in the case
/// 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 transforms based on the current <see cref="ArmedState"/>. Previous states are automatically cleared.
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/// In the case of a non-idle <see cref="ArmedState"/>, and if <see cref="Drawable.LifetimeEnd"/> was not set during this call, <see cref="Drawable.Expire"/> will be invoked.
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/// </summary>
/// <param name="state">The new armed state.</param>
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[Obsolete("Use UpdateStartTimeStateTransforms and UpdateHitStateTransforms instead")] // Can be removed 20210504
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protected virtual void UpdateStateTransforms ( ArmedState state )
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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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protected sealed override void SkinChanged ( ISkinSource skin , bool allowFallback )
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{
base . SkinChanged ( skin , allowFallback ) ;
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updateComboColour ( ) ;
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ApplySkin ( skin , allowFallback ) ;
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if ( IsLoaded )
updateState ( State . Value , true ) ;
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}
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private void updateComboColour ( )
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{
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if ( ! ( HitObject is IHasComboInformation ) ) return ;
var comboColours = CurrentSkin . GetConfig < GlobalSkinColours , IReadOnlyList < Color4 > > ( GlobalSkinColours . ComboColours ) ? . Value ;
AccentColour . Value = GetComboColour ( comboColours ) ;
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}
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/// <summary>
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/// Called to retrieve the combo colour. Automatically assigned to <see cref="AccentColour"/>.
/// Defaults to using <see cref="IHasComboInformation.ComboIndex"/> to decide on a colour.
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/// </summary>
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/// <remarks>
/// This will only be called if the <see cref="HitObject"/> implements <see cref="IHasComboInformation"/>.
/// </remarks>
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/// <param name="comboColours">A list of combo colours provided by the beatmap or skin. Can be null if not available.</param>
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protected virtual Color4 GetComboColour ( IReadOnlyList < Color4 > comboColours )
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{
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if ( ! ( HitObject is IHasComboInformation combo ) )
throw new InvalidOperationException ( $"{nameof(HitObject)} must implement {nameof(IHasComboInformation)}" ) ;
return comboColours ? . Count > 0 ? comboColours [ combo . ComboIndex % comboColours . Count ] : Color4 . White ;
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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>
/// <returns></returns>
protected double CalculateSamplePlaybackBalance ( double position )
{
const float balance_adjust_amount = 0.4f ;
return balance_adjust_amount * ( userPositionalHitSounds . Value ? position - 0.5f : 0 ) ;
}
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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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protected override void Update ( )
{
base . Update ( ) ;
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if ( Result ! = null & & Result . HasResult )
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{
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var endTime = HitObject . GetEndTime ( ) ;
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if ( Result . TimeOffset + endTime > Time . Current )
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{
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OnRevertResult ? . Invoke ( this , Result ) ;
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Result . TimeOffset = 0 ;
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Result . Type = HitResult . None ;
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updateState ( ArmedState . Idle ) ;
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}
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}
}
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public override bool UpdateSubTreeMasking ( Drawable source , RectangleF maskingBounds ) = > false ;
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protected override void UpdateAfterChildren ( )
{
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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private double? lifetimeStart ;
public override double LifetimeStart
{
get = > lifetimeStart ? ? ( HitObject . StartTime - InitialLifetimeOffset ) ;
set
{
lifetimeStart = value ;
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base . LifetimeStart = value ;
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}
}
/// <summary>
/// A safe offset prior to the start time of <see cref="HitObject"/> at which this <see cref="DrawableHitObject"/> may begin displaying contents.
/// 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>
/// This is only used as an optimisation to delay the initial update of this <see cref="DrawableHitObject"/> and may be tuned more aggressively if required.
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/// It is indirectly used to decide the automatic transform offset provided to <see cref="UpdateInitialTransforms"/>.
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/// A more accurate <see cref="LifetimeStart"/> should be set for further optimisation (in <see cref="LoadComplete"/>, for example).
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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.
/// This is used to offset calls to <see cref="UpdateStateTransforms"/>.
/// </summary>
public double StateUpdateTime = > HitObject . StartTime ;
/// <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>
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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// Some (especially older) rulesets use scorable judgements instead of the newer ignorehit/ignoremiss judgements.
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// Can be removed 20210328
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if ( Result . Judgement . MaxResult = = HitResult . IgnoreHit )
{
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HitResult originalType = Result . Type ;
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if ( Result . Type = = HitResult . Miss )
Result . Type = HitResult . IgnoreMiss ;
else if ( Result . Type > = HitResult . Meh & & Result . Type < = HitResult . Perfect )
Result . Type = HitResult . IgnoreHit ;
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if ( Result . Type ! = originalType )
{
Logger . Log ( $"{GetType().ReadableName()} applied an invalid hit result ({originalType}) when {nameof(HitResult.IgnoreMiss)} or {nameof(HitResult.IgnoreHit)} is expected.\n"
+ $"This has been automatically adjusted to {Result.Type}, and support will be removed from 2020-03-28 onwards." , level : LogLevel . Important ) ;
}
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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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// Ensure that the judgement is given a valid time offset, because this may not get set by the caller
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var endTime = HitObject . GetEndTime ( ) ;
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Result . TimeOffset = Time . Current - endTime ;
double missWindow = HitObject . HitWindows . WindowFor ( HitResult . Miss ) ;
if ( missWindow > 0 )
Result . TimeOffset = Math . Min ( Result . TimeOffset , missWindow ) ;
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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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}
/// <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
if ( Time . Elapsed < 0 )
return false ;
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if ( Judged )
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return false ;
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var endTime = HitObject . GetEndTime ( ) ;
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CheckForResult ( userTriggered , Time . Current - endTime ) ;
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return Judged ;
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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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/// <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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protected override void Dispose ( bool isDisposing )
{
base . Dispose ( isDisposing ) ;
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if ( HitObject ! = null )
HitObject . DefaultsApplied - = onDefaultsApplied ;
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}
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}
public abstract class DrawableHitObject < TObject > : DrawableHitObject
where TObject : HitObject
{
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public new TObject HitObject = > ( TObject ) base . HitObject ;
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protected DrawableHitObject ( TObject hitObject )
: base ( hitObject )
{
}
}
}