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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 ;
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using System.Reflection ;
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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.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 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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{
public readonly HitObject HitObject ;
/// <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 SkinnableSound Samples { get ; private set ; }
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protected 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>
/// 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"/>.
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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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private BindableList < HitSampleInfo > samplesBindable ;
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private Bindable < double > startTimeBindable ;
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private Bindable < int > comboIndexBindable ;
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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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protected DrawableHitObject ( [ NotNull ] HitObject hitObject )
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{
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HitObject = hitObject ? ? throw new ArgumentNullException ( nameof ( hitObject ) ) ;
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}
[BackgroundDependencyLoader]
private void load ( )
{
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var judgement = HitObject . CreateJudgement ( ) ;
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Result = CreateResult ( judgement ) ;
if ( Result = = null )
throw new InvalidOperationException ( $"{GetType().ReadableName()} must provide a {nameof(JudgementResult)} through {nameof(CreateResult)}." ) ;
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loadSamples ( ) ;
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}
protected override void LoadComplete ( )
{
base . LoadComplete ( ) ;
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HitObject . DefaultsApplied + = onDefaultsApplied ;
startTimeBindable = HitObject . StartTimeBindable . GetBoundCopy ( ) ;
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startTimeBindable . BindValueChanged ( _ = > updateState ( State . Value , true ) ) ;
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if ( HitObject is IHasComboInformation combo )
{
comboIndexBindable = combo . ComboIndexBindable . GetBoundCopy ( ) ;
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comboIndexBindable . BindValueChanged ( _ = > updateComboColour ( ) , true ) ;
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}
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samplesBindable = HitObject . SamplesBindable . GetBoundCopy ( ) ;
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samplesBindable . CollectionChanged + = ( _ , __ ) = > loadSamples ( ) ;
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updateState ( ArmedState . Idle , true ) ;
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onDefaultsApplied ( ) ;
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}
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private void loadSamples ( )
{
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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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AddInternal ( Samples = new SkinnableSound ( samples . Select ( s = > HitObject . SampleControlPoint . ApplyTo ( s ) ) ) ) ;
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}
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private void onDefaultsApplied ( ) = > apply ( HitObject ) ;
private void apply ( HitObject hitObject )
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{
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#pragma warning disable 618 // can be removed 20200417
if ( GetType ( ) . GetMethod ( nameof ( AddNested ) , BindingFlags . NonPublic | BindingFlags . Instance ) ? . DeclaringType ! = typeof ( DrawableHitObject ) )
return ;
#pragma warning restore 618
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if ( nestedHitObjects . IsValueCreated )
{
nestedHitObjects . Value . Clear ( ) ;
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ClearNestedHitObjects ( ) ;
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}
foreach ( var h in hitObject . NestedHitObjects )
{
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var drawableNested = CreateNestedHitObject ( h ) ? ? throw new InvalidOperationException ( $"{nameof(CreateNestedHitObject)} returned null for {h.GetType().ReadableName()}." ) ;
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addNested ( drawableNested ) ;
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AddNestedHitObject ( drawableNested ) ;
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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>
/// Adds a nested <see cref="DrawableHitObject"/>. This should not be used except for legacy nested <see cref="DrawableHitObject"/> usages.
/// </summary>
/// <param name="h"></param>
[Obsolete("Use AddNestedHitObject() / ClearNestedHitObjects() / CreateNestedHitObject() instead.")] // can be removed 20200417
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protected virtual void AddNested ( DrawableHitObject h ) = > addNested ( h ) ;
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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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private void addNested ( DrawableHitObject hitObject )
{
// Todo: Exists for legacy purposes, can be removed 20200417
hitObject . OnNewResult + = ( d , r ) = > OnNewResult ? . Invoke ( d , r ) ;
hitObject . OnRevertResult + = ( d , r ) = > OnRevertResult ? . Invoke ( d , r ) ;
hitObject . ApplyCustomUpdateState + = ( d , j ) = > ApplyCustomUpdateState ? . Invoke ( d , j ) ;
nestedHitObjects . Value . Add ( hitObject ) ;
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}
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#region State / Transform Management
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/// <summary>
/// Bind to apply a custom state which can override the default implementation.
/// </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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var judgementOffset = Result ? . TimeOffset ? ? 0 ;
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using ( BeginDelayedSequence ( InitialLifetimeOffset + judgementOffset , true ) )
{
UpdateStateTransforms ( newState ) ;
state . Value = newState ;
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}
}
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if ( state . Value ! = ArmedState . Idle & & LifetimeEnd = = double . MaxValue | | HitObject . HitWindows = = null )
Expire ( ) ;
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// apply any custom state overrides
ApplyCustomUpdateState ? . Invoke ( this , newState ) ;
if ( newState = = ArmedState . Hit )
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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protected virtual void UpdateStateTransforms ( 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>
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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 ( ) = > Samples ? . Play ( ) ;
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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 ) = > AllJudged & & base . UpdateSubTreeMasking ( source , maskingBounds ) ;
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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 ;
/// <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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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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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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// 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 = Math . Min ( HitObject . HitWindows . WindowFor ( HitResult . Miss ) , Time . Current - endTime ) ;
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switch ( Result . Type )
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{
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case HitResult . None :
break ;
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case HitResult . Miss :
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updateState ( ArmedState . Miss ) ;
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break ;
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default :
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updateState ( ArmedState . Hit ) ;
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break ;
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}
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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 ) ;
HitObject . DefaultsApplied - = onDefaultsApplied ;
}
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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 ;
}
}
}