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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System ;
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using System.Collections.Generic ;
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using System.Linq ;
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using osu.Framework.Allocation ;
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using osu.Framework.Configuration ;
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using osu.Framework.Graphics.Containers ;
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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 ;
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using osu.Game.Rulesets.Scoring ;
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using osu.Game.Skinning ;
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using OpenTK ;
using OpenTK.Graphics ;
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namespace osu.Game.Rulesets.Objects.Drawables
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{
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public abstract class DrawableHitObject : Container , IHasAccentColour
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{
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public readonly HitObject HitObject ;
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/// <summary>
/// The colour used for various elements of this DrawableHitObject.
/// </summary>
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public virtual Color4 AccentColour { get ; set ; } = Color4 . Gray ;
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// 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 ;
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protected SkinnableSound Samples ;
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protected virtual IEnumerable < SampleInfo > GetSamples ( ) = > HitObject . Samples ;
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private readonly Lazy < List < DrawableHitObject > > nestedHitObjects = new Lazy < List < DrawableHitObject > > ( ) ;
public bool HasNestedHitObjects = > nestedHitObjects . IsValueCreated ;
public IReadOnlyList < DrawableHitObject > NestedHitObjects = > nestedHitObjects . Value ;
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public event Action < DrawableHitObject , Judgement > OnJudgement ;
public event Action < DrawableHitObject , Judgement > OnJudgementRemoved ;
public IReadOnlyList < Judgement > Judgements = > judgements ;
private readonly List < Judgement > judgements = new List < Judgement > ( ) ;
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/// <summary>
/// Whether a visible judgement should be displayed when this representation is hit.
/// </summary>
public virtual bool DisplayJudgement = > 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 hit.
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/// </summary>
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public bool IsHit = > Judgements . Any ( j = > j . Final & & j . IsHit ) & & ( ! HasNestedHitObjects | | NestedHitObjects . All ( n = > n . IsHit ) ) ;
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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 = > ( ! ProvidesJudgement | | judgementFinalized ) & & ( ! HasNestedHitObjects | | NestedHitObjects . All ( h = > h . AllJudged ) ) ;
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/// <summary>
/// Whether this <see cref="DrawableHitObject"/> can be judged.
/// </summary>
protected virtual bool ProvidesJudgement = > true ;
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private bool judgementOccurred ;
private bool judgementFinalized = > judgements . LastOrDefault ( ) ? . Final = = true ;
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public bool Interactive = true ;
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public override bool HandleKeyboardInput = > Interactive ;
public override bool HandleMouseInput = > Interactive ;
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public override bool RemoveWhenNotAlive = > false ;
public override bool RemoveCompletedTransforms = > false ;
protected override bool RequiresChildrenUpdate = > true ;
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public readonly Bindable < ArmedState > State = new Bindable < ArmedState > ( ) ;
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protected DrawableHitObject ( HitObject hitObject )
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{
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HitObject = hitObject ;
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}
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[BackgroundDependencyLoader]
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private void load ( )
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{
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var samples = GetSamples ( ) . ToArray ( ) ;
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if ( samples . Any ( ) )
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{
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if ( HitObject . SampleControlPoint = = null )
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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}." ) ;
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AddInternal ( Samples = new SkinnableSound ( samples . Select ( s = > new SampleInfo
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{
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Bank = s . Bank ? ? HitObject . SampleControlPoint . SampleBank ,
Name = s . Name ,
Volume = s . Volume > 0 ? s . Volume : HitObject . SampleControlPoint . SampleVolume ,
Namespace = SampleNamespace
} ) . ToArray ( ) ) ) ;
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}
}
protected override void LoadComplete ( )
{
base . LoadComplete ( ) ;
State . ValueChanged + = state = >
{
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UpdateState ( state ) ;
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// apply any custom state overrides
ApplyCustomUpdateState ? . Invoke ( this , state ) ;
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if ( State = = ArmedState . Hit )
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PlaySamples ( ) ;
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} ;
State . TriggerChange ( ) ;
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}
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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 ;
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/// <summary>
/// Plays all the hitsounds for this <see cref="DrawableHitObject"/>.
/// </summary>
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public void PlaySamples ( ) = > Samples ? . Play ( ) ;
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protected override void Update ( )
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{
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base . Update ( ) ;
var endTime = ( HitObject as IHasEndTime ) ? . EndTime ? ? HitObject . StartTime ;
while ( judgements . Count > 0 )
{
var lastJudgement = judgements [ judgements . Count - 1 ] ;
if ( lastJudgement . TimeOffset + endTime < = Time . Current )
break ;
judgements . RemoveAt ( judgements . Count - 1 ) ;
State . Value = ArmedState . Idle ;
OnJudgementRemoved ? . Invoke ( this , lastJudgement ) ;
}
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}
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protected override void UpdateAfterChildren ( )
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{
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base . UpdateAfterChildren ( ) ;
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UpdateJudgement ( false ) ;
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}
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protected virtual void AddNested ( DrawableHitObject h )
{
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h . OnJudgement + = ( d , j ) = > OnJudgement ? . Invoke ( d , j ) ;
h . OnJudgementRemoved + = ( d , j ) = > OnJudgementRemoved ? . Invoke ( d , j ) ;
h . ApplyCustomUpdateState + = ( d , j ) = > ApplyCustomUpdateState ? . Invoke ( d , j ) ;
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nestedHitObjects . Value . Add ( h ) ;
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}
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/// <summary>
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/// Notifies that a new judgement has occurred for this <see cref="DrawableHitObject"/>.
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/// </summary>
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/// <param name="judgement">The <see cref="Judgement"/>.</param>
protected void AddJudgement ( Judgement judgement )
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{
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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 ;
judgement . TimeOffset = Time . Current - endTime ;
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judgements . Add ( judgement ) ;
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switch ( judgement . Result )
{
case HitResult . None :
break ;
case HitResult . Miss :
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State . Value = ArmedState . Miss ;
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break ;
default :
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State . Value = ArmedState . Hit ;
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break ;
}
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OnJudgement ? . Invoke ( this , judgement ) ;
}
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/// <summary>
/// Processes this <see cref="DrawableHitObject"/>, checking if any judgements have occurred.
/// </summary>
/// <param name="userTriggered">Whether the user triggered this process.</param>
/// <returns>Whether a judgement has occurred from this <see cref="DrawableHitObject"/> or any nested <see cref="DrawableHitObject"/>s.</returns>
protected bool UpdateJudgement ( bool userTriggered )
{
judgementOccurred = false ;
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if ( AllJudged )
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return false ;
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if ( HasNestedHitObjects )
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foreach ( var d in NestedHitObjects )
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judgementOccurred | = d . UpdateJudgement ( userTriggered ) ;
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if ( ! ProvidesJudgement | | judgementFinalized | | judgementOccurred )
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return judgementOccurred ;
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var endTime = ( HitObject as IHasEndTime ) ? . EndTime ? ? HitObject . StartTime ;
CheckForJudgements ( userTriggered , Time . Current - endTime ) ;
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return judgementOccurred ;
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}
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/// <summary>
/// Checks if any judgements have occurred for this <see cref="DrawableHitObject"/>. This method must construct
/// all <see cref="Judgement"/>s and notify of them through <see cref="AddJudgement"/>.
/// </summary>
/// <param name="userTriggered">Whether the user triggered this check.</param>
/// <param name="timeOffset">The offset from the <see cref="HitObject"/> end time at which this check occurred. A <paramref name="timeOffset"/> > 0
/// implies that this check occurred after the end time of <see cref="HitObject"/>. </param>
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protected virtual void CheckForJudgements ( bool userTriggered , double timeOffset )
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{
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}
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/// <summary>
/// The screen-space point that causes this <see cref="DrawableHitObject"/> to be selected in the Editor.
/// </summary>
public virtual Vector2 SelectionPoint = > ScreenSpaceDrawQuad . Centre ;
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/// <summary>
/// The screen-space quad that outlines this <see cref="DrawableHitObject"/> for selections in the Editor.
/// </summary>
public virtual Quad SelectionQuad = > ScreenSpaceDrawQuad ;
}
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public abstract class DrawableHitObject < TObject > : DrawableHitObject
where TObject : HitObject
{
public new readonly TObject HitObject ;
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protected DrawableHitObject ( TObject hitObject )
: base ( hitObject )
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{
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HitObject = hitObject ;
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}
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}
}