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osu-lazer/osu.Game/Screens/Play/HUD/HitErrorMeters/HitErrorMeter.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Containers;
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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.Scoring;
using osu.Game.Rulesets.UI;
using osu.Game.Skinning;
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using osuTK.Graphics;
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namespace osu.Game.Screens.Play.HUD.HitErrorMeters
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{
public abstract class HitErrorMeter : CompositeDrawable, ISkinnableDrawable
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{
protected HitWindows HitWindows { get; private set; }
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[Resolved]
private ScoreProcessor processor { get; set; }
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[Resolved]
private OsuColour colours { get; set; }
[Resolved(canBeNull: true)]
private GameplayClockContainer gameplayClockContainer { get; set; }
public bool UsesFixedAnchor { get; set; }
[BackgroundDependencyLoader(true)]
private void load(DrawableRuleset drawableRuleset)
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{
HitWindows = drawableRuleset?.FirstAvailableHitWindows ?? HitWindows.Empty;
// This is to allow the visual state to be correct after HUD comes visible after being hidden.
AlwaysPresent = true;
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}
protected override void LoadComplete()
{
base.LoadComplete();
if (gameplayClockContainer != null)
gameplayClockContainer.OnSeek += Clear;
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processor.NewJudgement += processorNewJudgement;
}
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// Scheduled as meter implementations are likely going to change/add drawables when reacting to this.
private void processorNewJudgement(JudgementResult j) => Schedule(() => OnNewJudgement(j));
/// <summary>
/// Fired when a new judgement arrives.
/// </summary>
/// <param name="judgement">The new judgement.</param>
protected abstract void OnNewJudgement(JudgementResult judgement);
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protected Color4 GetColourForHitResult(HitResult result)
{
switch (result)
{
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case HitResult.SmallTickMiss:
case HitResult.LargeTickMiss:
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case HitResult.Miss:
return colours.Red;
case HitResult.Meh:
return colours.Yellow;
case HitResult.Ok:
return colours.Green;
case HitResult.Good:
return colours.GreenLight;
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case HitResult.SmallTickHit:
case HitResult.LargeTickHit:
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case HitResult.Great:
return colours.Blue;
default:
return colours.BlueLight;
}
}
/// <summary>
/// Invoked by <see cref="GameplayClockContainer.OnSeek"/>.
/// Any inheritors of <see cref="HitErrorMeter"/> should have this method clear their container that displays the hit error results.
/// </summary>
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public abstract void Clear();
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (processor != null)
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processor.NewJudgement -= processorNewJudgement;
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if (gameplayClockContainer != null)
gameplayClockContainer.OnSeek -= Clear;
}
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}
}