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mirror of https://github.com/ppy/osu.git synced 2024-09-21 23:27:25 +08:00

Merge branch 'drawable-hit-object-hit-state-fix' into add-spinner-glow

This commit is contained in:
Dean Herbert 2020-11-05 17:27:38 +09:00
commit 019d286ce8
20 changed files with 107 additions and 98 deletions

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@ -6,9 +6,8 @@ using System.Collections.Generic;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Catch.UI;
using osu.Game.Rulesets.Objects.Drawables;
using osuTK;
using osuTK.Graphics;
@ -90,22 +89,17 @@ namespace osu.Game.Rulesets.Catch.Objects.Drawables
ApplyResult(r => r.Type = CheckPosition.Invoke(HitObject) ? r.Judgement.MaxResult : r.Judgement.MinResult);
}
protected override void UpdateStateTransforms(ArmedState state)
protected override void UpdateHitStateTransforms(ArmedState state)
{
var endTime = HitObject.GetEndTime();
using (BeginAbsoluteSequence(endTime, true))
switch (state)
{
switch (state)
{
case ArmedState.Miss:
this.FadeOut(250).RotateTo(Rotation * 2, 250, Easing.Out);
break;
case ArmedState.Miss:
this.FadeOut(250).RotateTo(Rotation * 2, 250, Easing.Out);
break;
case ArmedState.Hit:
this.FadeOut();
break;
}
case ArmedState.Hit:
this.FadeOut();
break;
}
}
}

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@ -204,10 +204,6 @@ namespace osu.Game.Rulesets.Mania.Edit
protected override void UpdateInitialTransforms()
{
// don't perform any fading we are handling that ourselves.
}
protected override void UpdateStateTransforms(ArmedState state)
{
LifetimeEnd = HitObject.StartTime + visible_range;
}
}

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@ -1,10 +1,9 @@
// 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.
using osuTK;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Shapes;
using osu.Game.Rulesets.Objects.Drawables;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Mania.Objects.Drawables
@ -71,6 +70,6 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
{
}
protected override void UpdateStateTransforms(ArmedState state) => this.FadeOut(150);
protected override void UpdateStartTimeStateTransforms() => this.FadeOut(150);
}
}

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@ -229,12 +229,6 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
}
}
protected override void UpdateStateTransforms(ArmedState state)
{
using (BeginDelayedSequence(HitObject.Duration, true))
base.UpdateStateTransforms(state);
}
protected override void CheckForResult(bool userTriggered, double timeOffset)
{
if (Tail.AllJudged)

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@ -1,8 +1,6 @@
// 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.
using osu.Game.Rulesets.Objects.Drawables;
namespace osu.Game.Rulesets.Mania.Objects.Drawables
{
/// <summary>
@ -19,8 +17,10 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
public void UpdateResult() => base.UpdateResult(true);
protected override void UpdateStateTransforms(ArmedState state)
protected override void UpdateInitialTransforms()
{
base.UpdateInitialTransforms();
// This hitobject should never expire, so this is just a safe maximum.
LifetimeEnd = LifetimeStart + 30000;
}

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@ -118,7 +118,7 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
Anchor = Origin = e.NewValue == ScrollingDirection.Up ? Anchor.TopCentre : Anchor.BottomCentre;
}
protected override void UpdateStateTransforms(ArmedState state)
protected override void UpdateHitStateTransforms(ArmedState state)
{
switch (state)
{

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@ -151,19 +151,14 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
ApproachCircle.Expire(true);
}
protected override void UpdateStateTransforms(ArmedState state)
protected override void UpdateHitStateTransforms(ArmedState state)
{
base.UpdateStateTransforms(state);
Debug.Assert(HitObject.HitWindows != null);
switch (state)
{
case ArmedState.Idle:
this.Delay(HitObject.TimePreempt).FadeOut(500);
Expire(true);
HitArea.HitAction = null;
break;

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@ -69,17 +69,12 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
protected virtual void Shake(double maximumLength) => shakeContainer.Shake(maximumLength);
protected override void UpdateStateTransforms(ArmedState state)
protected override void UpdateInitialTransforms()
{
base.UpdateStateTransforms(state);
base.UpdateInitialTransforms();
switch (state)
{
case ArmedState.Idle:
// Manually set to reduce the number of future alive objects to a bare minimum.
LifetimeStart = HitObject.StartTime - HitObject.TimePreempt;
break;
}
// Manually set to reduce the number of future alive objects to a bare minimum.
LifetimeStart = HitObject.StartTime - HitObject.TimePreempt;
}
/// <summary>

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@ -245,29 +245,31 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
base.PlaySamples();
}
protected override void UpdateStateTransforms(ArmedState state)
protected override void UpdateStartTimeStateTransforms()
{
base.UpdateStateTransforms(state);
base.UpdateStartTimeStateTransforms();
Ball.FadeIn();
Ball.ScaleTo(HitObject.Scale);
}
using (BeginDelayedSequence(HitObject.Duration, true))
protected override void UpdateHitStateTransforms(ArmedState state)
{
base.UpdateHitStateTransforms(state);
const float fade_out_time = 450;
// intentionally pile on an extra FadeOut to make it happen much faster.
Ball.FadeOut(fade_out_time / 4, Easing.Out);
switch (state)
{
const float fade_out_time = 450;
// intentionally pile on an extra FadeOut to make it happen much faster.
Ball.FadeOut(fade_out_time / 4, Easing.Out);
switch (state)
{
case ArmedState.Hit:
Ball.ScaleTo(HitObject.Scale * 1.4f, fade_out_time, Easing.Out);
break;
}
this.FadeOut(fade_out_time, Easing.OutQuint);
case ArmedState.Hit:
Ball.ScaleTo(HitObject.Scale * 1.4f, fade_out_time, Easing.Out);
break;
}
this.FadeOut(fade_out_time, Easing.OutQuint);
}
public Drawable ProxiedLayer => HeadCircle.ProxiedLayer;

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@ -72,9 +72,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
);
}
protected override void UpdateStateTransforms(ArmedState state)
protected override void UpdateHitStateTransforms(ArmedState state)
{
base.UpdateStateTransforms(state);
base.UpdateHitStateTransforms(state);
switch (state)
{

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@ -62,9 +62,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
circlePiece.FadeInFromZero(HitObject.TimeFadeIn);
}
protected override void UpdateStateTransforms(ArmedState state)
protected override void UpdateHitStateTransforms(ArmedState state)
{
base.UpdateStateTransforms(state);
base.UpdateHitStateTransforms(state);
Debug.Assert(HitObject.HitWindows != null);
@ -72,8 +72,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
case ArmedState.Idle:
this.Delay(HitObject.TimePreempt).FadeOut(500);
Expire(true);
break;
case ArmedState.Miss:

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@ -69,9 +69,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
this.ScaleTo(0.5f).ScaleTo(1f, ANIM_DURATION * 4, Easing.OutElasticHalf);
}
protected override void UpdateStateTransforms(ArmedState state)
protected override void UpdateHitStateTransforms(ArmedState state)
{
base.UpdateStateTransforms(state);
base.UpdateHitStateTransforms(state);
switch (state)
{

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@ -141,12 +141,11 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
}
}
protected override void UpdateStateTransforms(ArmedState state)
protected override void UpdateHitStateTransforms(ArmedState state)
{
base.UpdateStateTransforms(state);
base.UpdateHitStateTransforms(state);
using (BeginDelayedSequence(HitObject.Duration, true))
this.FadeOut(160);
this.FadeOut(160);
// skin change does a rewind of transforms, which will stop the spinning sound from playing if it's currently in playback.
isSpinning?.TriggerChange();

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@ -58,6 +58,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
});
}
protected override void UpdateStateTransforms(ArmedState state) => this.FadeOut(150);
protected override void UpdateHitStateTransforms(ArmedState state) => this.FadeOut(150);
}
}

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@ -135,13 +135,13 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
ApplyResult(r => r.Type = r.Judgement.MinResult);
}
protected override void UpdateStateTransforms(ArmedState state)
protected override void UpdateHitStateTransforms(ArmedState state)
{
switch (state)
{
case ArmedState.Hit:
case ArmedState.Miss:
this.Delay(HitObject.Duration).FadeOut(100);
this.FadeOut(100);
break;
}
}

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@ -43,7 +43,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
ApplyResult(r => r.Type = r.Judgement.MaxResult);
}
protected override void UpdateStateTransforms(ArmedState state)
protected override void UpdateHitStateTransforms(ArmedState state)
{
switch (state)
{

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@ -193,7 +193,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
pressHandledThisFrame = false;
}
protected override void UpdateStateTransforms(ArmedState state)
protected override void UpdateHitStateTransforms(ArmedState state)
{
Debug.Assert(HitObject.HitWindows != null);

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@ -215,15 +215,15 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
}
}
protected override void UpdateInitialTransforms()
protected override void UpdateStartTimeStateTransforms()
{
base.UpdateInitialTransforms();
base.UpdateStartTimeStateTransforms();
using (BeginAbsoluteSequence(HitObject.StartTime - ring_appear_offset, true))
using (BeginDelayedSequence(-ring_appear_offset, true))
targetRing.ScaleTo(target_ring_scale, 400, Easing.OutQuint);
}
protected override void UpdateStateTransforms(ArmedState state)
protected override void UpdateHitStateTransforms(ArmedState state)
{
const double transition_duration = 300;
@ -235,12 +235,8 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
case ArmedState.Miss:
case ArmedState.Hit:
using (BeginDelayedSequence(HitObject.Duration, true))
{
this.FadeOut(transition_duration, Easing.Out);
bodyContainer.ScaleTo(1.4f, transition_duration);
}
this.FadeOut(transition_duration, Easing.Out);
bodyContainer.ScaleTo(1.4f, transition_duration);
break;
}
}

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@ -36,6 +36,12 @@ namespace osu.Game.Rulesets.Judgements
/// </summary>
public double TimeOffset { get; internal set; }
/// <summary>
/// The absolute time at which this <see cref="JudgementResult"/> occurred.
/// Equal to the (end) time of the <see cref="HitObject"/> + <see cref="TimeOffset"/>.
/// </summary>
public double TimeAbsolute => HitObject.GetEndTime() + TimeOffset;
/// <summary>
/// The combo prior to this <see cref="JudgementResult"/> occurring.
/// </summary>

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@ -255,17 +255,20 @@ namespace osu.Game.Rulesets.Objects.Drawables
base.ClearTransformsAfter(double.MinValue, true);
using (BeginAbsoluteSequence(transformTime, true))
{
UpdateInitialTransforms();
var judgementOffset = Result?.TimeOffset ?? 0;
using (BeginAbsoluteSequence(StateUpdateTime, true))
UpdateStartTimeStateTransforms();
using (BeginDelayedSequence(InitialLifetimeOffset + judgementOffset, true))
{
UpdateStateTransforms(newState);
state.Value = newState;
}
}
#pragma warning disable 618
using (BeginAbsoluteSequence(StateUpdateTime + (Result?.TimeOffset ?? 0), true))
UpdateStateTransforms(newState);
#pragma warning restore 618
using (BeginAbsoluteSequence(HitStateUpdateTime, true))
UpdateHitStateTransforms(newState);
state.Value = newState;
if (LifetimeEnd == double.MaxValue && (state.Value != ArmedState.Idle || HitObject.HitWindows == null))
Expire();
@ -297,10 +300,30 @@ namespace osu.Game.Rulesets.Objects.Drawables
/// 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.
/// </summary>
/// <param name="state">The new armed state.</param>
[Obsolete("Use UpdateStartTimeStateTransforms and UpdateHitStateTransforms instead")] // Can be removed 20210504
protected virtual void UpdateStateTransforms(ArmedState state)
{
}
/// <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()
{
}
/// <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.
/// If <see cref="Drawable.LifetimeEnd"/> was not set during this call, <see cref="Drawable.Expire"/> will be invoked.
/// Previous states are automatically cleared.
/// </summary>
/// <param name="state">The new armed state.</param>
protected virtual void UpdateHitStateTransforms(ArmedState state)
{
}
public override void ClearTransformsAfter(double time, bool propagateChildren = false, string targetMember = null)
{
// Parent calls to this should be blocked for safety, as we are manually handling this in updateState.
@ -454,6 +477,18 @@ namespace osu.Game.Rulesets.Objects.Drawables
/// </remarks>
protected virtual double InitialLifetimeOffset => 10000;
/// <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();
/// <summary>
/// Will be called at least once after this <see cref="DrawableHitObject"/> has become not alive.
/// </summary>