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osu-lazer/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
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using osu.Framework.Bindables;
using osu.Framework.Extensions.TypeExtensions;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Primitives;
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using osu.Game.Audio;
using osu.Game.Graphics;
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 osuTK.Graphics;
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namespace osu.Game.Rulesets.Objects.Drawables
{
public abstract class DrawableHitObject : SkinReloadableDrawable, IHasAccentColour
{
public readonly HitObject HitObject;
/// <summary>
/// The colour used for various elements of this DrawableHitObject.
/// </summary>
public virtual Color4 AccentColour { get; set; } = Color4.Gray;
// Todo: Rulesets should be overriding the resources instead, but we need to figure out where/when to apply overrides first
protected virtual string SampleNamespace => null;
protected SkinnableSound Samples;
protected virtual IEnumerable<SampleInfo> GetSamples() => HitObject.Samples;
private readonly Lazy<List<DrawableHitObject>> nestedHitObjects = new Lazy<List<DrawableHitObject>>();
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public IEnumerable<DrawableHitObject> NestedHitObjects => nestedHitObjects.IsValueCreated ? nestedHitObjects.Value : Enumerable.Empty<DrawableHitObject>();
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/// <summary>
/// Invoked when a <see cref="JudgementResult"/> has been applied by this <see cref="DrawableHitObject"/> or a nested <see cref="DrawableHitObject"/>.
/// </summary>
public event Action<DrawableHitObject, JudgementResult> OnNewResult;
/// <summary>
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/// Invoked when a <see cref="JudgementResult"/> is being reverted by this <see cref="DrawableHitObject"/> or a nested <see cref="DrawableHitObject"/>.
/// </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>
public virtual bool DisplayResult => true;
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/// <summary>
/// Whether this <see cref="DrawableHitObject"/> and all of its nested <see cref="DrawableHitObject"/>s have been judged.
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/// </summary>
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.
/// Note: This does NOT include nested hitobjects.
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/// </summary>
public bool IsHit => Result?.IsHit ?? false;
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/// <summary>
/// Whether this <see cref="DrawableHitObject"/> has been judged.
/// Note: This does NOT include nested hitobjects.
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/// </summary>
public bool Judged => Result?.HasResult ?? true;
/// <summary>
/// The scoring result of this <see cref="DrawableHitObject"/>.
/// </summary>
public JudgementResult Result { get; private set; }
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private bool judgementOccurred;
public bool Interactive = true;
public override bool HandleNonPositionalInput => Interactive;
public override bool HandlePositionalInput => Interactive;
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public override bool RemoveWhenNotAlive => false;
public override bool RemoveCompletedTransforms => false;
protected override bool RequiresChildrenUpdate => true;
public override bool IsPresent => base.IsPresent || State.Value == ArmedState.Idle && Clock?.CurrentTime >= LifetimeStart;
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public readonly Bindable<ArmedState> State = new Bindable<ArmedState>();
protected DrawableHitObject(HitObject hitObject)
{
HitObject = hitObject;
}
[BackgroundDependencyLoader]
private void load()
{
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var judgement = HitObject.CreateJudgement();
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if (judgement != null)
{
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Result = CreateResult(judgement);
if (Result == null)
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throw new InvalidOperationException($"{GetType().ReadableName()} must provide a {nameof(JudgementResult)} through {nameof(CreateResult)}.");
}
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var samples = GetSamples().ToArray();
if (samples.Any())
{
if (HitObject.SampleControlPoint == null)
throw new ArgumentNullException(nameof(HitObject.SampleControlPoint), $"{nameof(HitObject)}s must always have an attached {nameof(HitObject.SampleControlPoint)}."
+ $" This is an indication that {nameof(HitObject.ApplyDefaults)} has not been invoked on {this}.");
samples = samples.Select(s => HitObject.SampleControlPoint.ApplyTo(s)).ToArray();
foreach (var s in samples)
s.Namespace = SampleNamespace;
AddInternal(Samples = new SkinnableSound(samples));
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}
}
protected override void ClearInternal(bool disposeChildren = true) => throw new InvalidOperationException($"Should never clear a {nameof(DrawableHitObject)}");
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protected override void LoadComplete()
{
base.LoadComplete();
State.ValueChanged += armed =>
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{
UpdateState(armed.NewValue);
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// apply any custom state overrides
ApplyCustomUpdateState?.Invoke(this, armed.NewValue);
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if (armed.NewValue == ArmedState.Hit)
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PlaySamples();
};
State.TriggerChange();
}
protected abstract void UpdateState(ArmedState state);
/// <summary>
/// Bind to apply a custom state which can override the default implementation.
/// </summary>
public event Action<DrawableHitObject, ArmedState> ApplyCustomUpdateState;
/// <summary>
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/// Plays all the hit sounds for this <see cref="DrawableHitObject"/>.
/// This is invoked automatically when this <see cref="DrawableHitObject"/> is hit.
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/// </summary>
public void PlaySamples() => Samples?.Play();
protected override void Update()
{
base.Update();
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if (Result != null && Result.HasResult)
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{
var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
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if (Result.TimeOffset + endTime > Time.Current)
{
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OnRevertResult?.Invoke(this, Result);
Result.Type = HitResult.None;
State.Value = ArmedState.Idle;
}
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}
}
protected override bool ComputeIsMaskedAway(RectangleF maskingBounds) => AllJudged && base.ComputeIsMaskedAway(maskingBounds);
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protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
UpdateResult(false);
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}
protected virtual void AddNested(DrawableHitObject h)
{
h.OnNewResult += (d, r) => OnNewResult?.Invoke(d, r);
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h.OnRevertResult += (d, r) => OnRevertResult?.Invoke(d, r);
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h.ApplyCustomUpdateState += (d, j) => ApplyCustomUpdateState?.Invoke(d, j);
nestedHitObjects.Value.Add(h);
}
/// <summary>
/// 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>
/// <param name="application">The callback that applies changes to the <see cref="JudgementResult"/>.</param>
protected void ApplyResult(Action<JudgementResult> application)
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{
application?.Invoke(Result);
if (!Result.HasResult)
throw new InvalidOperationException($"{GetType().ReadableName()} applied a {nameof(JudgementResult)} but did not update {nameof(JudgementResult.Type)}.");
judgementOccurred = true;
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// Ensure that the judgement is given a valid time offset, because this may not get set by the caller
var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
Result.TimeOffset = Time.Current - endTime;
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switch (Result.Type)
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{
case HitResult.None:
break;
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case HitResult.Miss:
State.Value = ArmedState.Miss;
break;
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default:
State.Value = ArmedState.Hit;
break;
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}
OnNewResult?.Invoke(this, Result);
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}
/// <summary>
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/// Will called at least once after the <see cref="Drawable.LifetimeEnd"/> of this <see cref="DrawableHitObject"/> has been passed.
/// </summary>
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internal void OnLifetimeEnd()
{
foreach (var nested in NestedHitObjects)
nested.OnLifetimeEnd();
UpdateResult(false);
}
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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>
protected bool UpdateResult(bool userTriggered)
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{
judgementOccurred = false;
if (AllJudged)
return false;
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foreach (var d in NestedHitObjects)
judgementOccurred |= d.UpdateResult(userTriggered);
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if (judgementOccurred || Judged)
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return judgementOccurred;
var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
CheckForResult(userTriggered, Time.Current - endTime);
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return judgementOccurred;
}
/// <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"/> &gt; 0 implies that this check occurred after the end time of the <see cref="HitObject"/>. </param>
protected virtual void CheckForResult(bool userTriggered, double timeOffset)
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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(judgement);
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}
public abstract class DrawableHitObject<TObject> : DrawableHitObject
where TObject : HitObject
{
public new readonly TObject HitObject;
protected DrawableHitObject(TObject hitObject)
: base(hitObject)
{
HitObject = hitObject;
}
}
}