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Merge pull request #23976 from peppy/gameplay-sample-trigger-source-correctness
Adjust `GameplaySampleTriggerSource` to only switch samples when close enough to the next hit object
This commit is contained in:
commit
25842105ce
@ -6,7 +6,6 @@ using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Timing;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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@ -17,14 +16,13 @@ using osu.Game.Rulesets.Taiko.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.UI;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Taiko.Tests
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{
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public partial class TestSceneDrumSampleTriggerSource : OsuTestScene
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{
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private readonly ManualClock manualClock = new ManualClock();
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[Cached(typeof(IScrollingInfo))]
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private ScrollingTestContainer.TestScrollingInfo info = new ScrollingTestContainer.TestScrollingInfo
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{
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@ -34,23 +32,25 @@ namespace osu.Game.Rulesets.Taiko.Tests
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private ScrollingHitObjectContainer hitObjectContainer = null!;
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private TestDrumSampleTriggerSource triggerSource = null!;
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private readonly ManualClock manualClock = new TestManualClock();
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private GameplayClockContainer gameplayClock = null!;
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[SetUp]
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public void SetUp() => Schedule(() =>
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{
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hitObjectContainer = new ScrollingHitObjectContainer();
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manualClock.CurrentTime = 0;
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Child = new Container
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gameplayClock = new GameplayClockContainer(manualClock)
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{
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Clock = new FramedClock(manualClock),
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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hitObjectContainer,
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hitObjectContainer = new ScrollingHitObjectContainer(),
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triggerSource = new TestDrumSampleTriggerSource(hitObjectContainer)
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}
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};
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gameplayClock.Reset(0);
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hitObjectContainer.Clock = gameplayClock;
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Child = gameplayClock;
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});
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[Test]
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@ -75,7 +75,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, SampleControlPoint.DEFAULT_BANK);
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, SampleControlPoint.DEFAULT_BANK);
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AddStep("seek past hit", () => manualClock.CurrentTime = 200);
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seekTo(200);
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AddAssert("most valid object is hit", () => triggerSource.GetMostValidObject(), Is.InstanceOf<Hit>);
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, SampleControlPoint.DEFAULT_BANK);
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, SampleControlPoint.DEFAULT_BANK);
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@ -103,12 +103,67 @@ namespace osu.Game.Rulesets.Taiko.Tests
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, HitSampleInfo.BANK_SOFT);
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, HitSampleInfo.BANK_SOFT);
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AddStep("seek past hit", () => manualClock.CurrentTime = 200);
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seekTo(200);
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AddAssert("most valid object is hit", () => triggerSource.GetMostValidObject(), Is.InstanceOf<Hit>);
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, HitSampleInfo.BANK_SOFT);
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, HitSampleInfo.BANK_SOFT);
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}
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[Test]
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public void TestBetweenHits()
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{
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Hit first = null!, second = null!;
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AddStep("add hit with normal samples", () =>
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{
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first = new Hit
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{
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StartTime = 100,
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Samples = new List<HitSampleInfo>
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{
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new HitSampleInfo(HitSampleInfo.HIT_NORMAL)
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}
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};
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first.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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var drawableHit = new DrawableHit(first);
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hitObjectContainer.Add(drawableHit);
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});
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AddStep("add hit with soft samples", () =>
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{
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second = new Hit
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{
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StartTime = 500,
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Samples = new List<HitSampleInfo>
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{
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new HitSampleInfo(HitSampleInfo.HIT_NORMAL, HitSampleInfo.BANK_SOFT),
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new HitSampleInfo(HitSampleInfo.HIT_CLAP, HitSampleInfo.BANK_SOFT)
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}
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};
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second.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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var drawableHit = new DrawableHit(second);
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hitObjectContainer.Add(drawableHit);
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});
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AddAssert("most valid object is first hit", () => triggerSource.GetMostValidObject(), () => Is.EqualTo(first));
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, HitSampleInfo.BANK_NORMAL);
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, HitSampleInfo.BANK_NORMAL);
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seekTo(120);
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AddAssert("most valid object is first hit", () => triggerSource.GetMostValidObject(), () => Is.EqualTo(first));
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, HitSampleInfo.BANK_NORMAL);
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, HitSampleInfo.BANK_NORMAL);
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seekTo(480);
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AddAssert("most valid object is second hit", () => triggerSource.GetMostValidObject(), () => Is.EqualTo(second));
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, HitSampleInfo.BANK_SOFT);
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, HitSampleInfo.BANK_SOFT);
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seekTo(700);
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AddAssert("most valid object is second hit", () => triggerSource.GetMostValidObject(), () => Is.EqualTo(second));
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, HitSampleInfo.BANK_SOFT);
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, HitSampleInfo.BANK_SOFT);
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}
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[Test]
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public void TestDrumStrongHit()
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{
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@ -128,11 +183,11 @@ namespace osu.Game.Rulesets.Taiko.Tests
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hitObjectContainer.Add(drawableHit);
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});
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AddAssert("most valid object is strong nested hit", () => triggerSource.GetMostValidObject(), Is.InstanceOf<Hit.StrongNestedHit>);
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AddAssert("most valid object is nested strong hit", () => triggerSource.GetMostValidObject(), Is.InstanceOf<Hit.StrongNestedHit>);
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "drum");
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "drum");
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AddStep("seek past hit", () => manualClock.CurrentTime = 200);
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seekTo(200);
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AddAssert("most valid object is hit", () => triggerSource.GetMostValidObject(), Is.InstanceOf<Hit>);
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "drum");
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "drum");
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@ -161,12 +216,12 @@ namespace osu.Game.Rulesets.Taiko.Tests
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, SampleControlPoint.DEFAULT_BANK);
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, SampleControlPoint.DEFAULT_BANK);
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AddStep("seek to middle of drum roll", () => manualClock.CurrentTime = 600);
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seekTo(600);
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AddAssert("most valid object is drum roll tick", () => triggerSource.GetMostValidObject(), Is.InstanceOf<DrumRollTick>);
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, SampleControlPoint.DEFAULT_BANK);
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, SampleControlPoint.DEFAULT_BANK);
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AddStep("seek past drum roll", () => manualClock.CurrentTime = 1200);
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seekTo(1200);
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AddAssert("most valid object is drum roll", () => triggerSource.GetMostValidObject(), Is.InstanceOf<DrumRoll>);
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, SampleControlPoint.DEFAULT_BANK);
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, SampleControlPoint.DEFAULT_BANK);
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@ -195,12 +250,12 @@ namespace osu.Game.Rulesets.Taiko.Tests
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, HitSampleInfo.BANK_SOFT);
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, HitSampleInfo.BANK_SOFT);
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AddStep("seek to middle of drum roll", () => manualClock.CurrentTime = 600);
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seekTo(600);
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AddAssert("most valid object is drum roll tick", () => triggerSource.GetMostValidObject(), Is.InstanceOf<DrumRollTick>);
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, HitSampleInfo.BANK_SOFT);
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, HitSampleInfo.BANK_SOFT);
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AddStep("seek past drum roll", () => manualClock.CurrentTime = 1200);
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seekTo(1200);
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AddAssert("most valid object is drum roll", () => triggerSource.GetMostValidObject(), Is.InstanceOf<DrumRoll>);
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, HitSampleInfo.BANK_SOFT);
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, HitSampleInfo.BANK_SOFT);
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@ -226,16 +281,16 @@ namespace osu.Game.Rulesets.Taiko.Tests
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hitObjectContainer.Add(drawableDrumRoll);
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});
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AddAssert("most valid object is drum roll tick's nested strong hit", () => triggerSource.GetMostValidObject(), Is.InstanceOf<DrumRollTick.StrongNestedHit>);
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AddAssert("most valid object is drum roll tick", () => triggerSource.GetMostValidObject(), Is.InstanceOf<DrumRollTick>);
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "drum");
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "drum");
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AddStep("seek to middle of drum roll", () => manualClock.CurrentTime = 600);
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AddAssert("most valid object is drum roll tick's nested strong hit", () => triggerSource.GetMostValidObject(), Is.InstanceOf<DrumRollTick.StrongNestedHit>);
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seekTo(600);
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AddAssert("most valid object is drum roll tick", () => triggerSource.GetMostValidObject(), Is.InstanceOf<DrumRollTick>);
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "drum");
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "drum");
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AddStep("seek past drum roll", () => manualClock.CurrentTime = 1200);
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seekTo(1200);
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AddAssert("most valid object is drum roll", () => triggerSource.GetMostValidObject(), Is.InstanceOf<DrumRoll>);
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "drum");
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "drum");
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@ -260,16 +315,19 @@ namespace osu.Game.Rulesets.Taiko.Tests
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hitObjectContainer.Add(drawableSwell);
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});
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AddAssert("most valid object is swell tick", () => triggerSource.GetMostValidObject(), Is.InstanceOf<SwellTick>);
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// You might think that this should be a SwellTick since we're before the swell, but SwellTicks get no StartTime (ie. they are zero).
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// This works fine in gameplay because they are judged whenever the user pressed, rather than being timed hits.
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// But for sample playback purposes they can be ignored as noise.
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AddAssert("most valid object is swell", () => triggerSource.GetMostValidObject(), Is.InstanceOf<Swell>);
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, SampleControlPoint.DEFAULT_BANK);
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, SampleControlPoint.DEFAULT_BANK);
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AddStep("seek to middle of swell", () => manualClock.CurrentTime = 600);
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AddAssert("most valid object is swell tick", () => triggerSource.GetMostValidObject(), Is.InstanceOf<SwellTick>);
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seekTo(600);
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AddAssert("most valid object is swell", () => triggerSource.GetMostValidObject(), Is.InstanceOf<Swell>);
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, SampleControlPoint.DEFAULT_BANK);
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, SampleControlPoint.DEFAULT_BANK);
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AddStep("seek past swell", () => manualClock.CurrentTime = 1200);
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seekTo(1200);
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AddAssert("most valid object is swell", () => triggerSource.GetMostValidObject(), Is.InstanceOf<Swell>);
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, SampleControlPoint.DEFAULT_BANK);
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, SampleControlPoint.DEFAULT_BANK);
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@ -294,16 +352,19 @@ namespace osu.Game.Rulesets.Taiko.Tests
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hitObjectContainer.Add(drawableSwell);
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});
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AddAssert("most valid object is swell tick", () => triggerSource.GetMostValidObject(), Is.InstanceOf<SwellTick>);
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// You might think that this should be a SwellTick since we're before the swell, but SwellTicks get no StartTime (ie. they are zero).
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// This works fine in gameplay because they are judged whenever the user pressed, rather than being timed hits.
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// But for sample playback purposes they can be ignored as noise.
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AddAssert("most valid object is swell", () => triggerSource.GetMostValidObject(), Is.InstanceOf<Swell>);
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "drum");
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "drum");
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AddStep("seek to middle of swell", () => manualClock.CurrentTime = 600);
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AddAssert("most valid object is swell tick", () => triggerSource.GetMostValidObject(), Is.InstanceOf<SwellTick>);
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seekTo(600);
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AddAssert("most valid object is swell", () => triggerSource.GetMostValidObject(), Is.InstanceOf<Swell>);
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "drum");
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "drum");
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AddStep("seek past swell", () => manualClock.CurrentTime = 1200);
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seekTo(1200);
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AddAssert("most valid object is swell", () => triggerSource.GetMostValidObject(), Is.InstanceOf<Swell>);
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "drum");
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "drum");
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@ -316,6 +377,8 @@ namespace osu.Game.Rulesets.Taiko.Tests
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AddAssert($"last played sample has {expectedBank} bank", () => triggerSource.LastPlayedSamples!.OfType<HitSampleInfo>().Single().Bank, () => Is.EqualTo(expectedBank));
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}
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private void seekTo(double time) => AddStep($"seek to {time}", () => gameplayClock.Seek(time));
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private partial class TestDrumSampleTriggerSource : DrumSampleTriggerSource
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{
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public ISampleInfo[]? LastPlayedSamples { get; private set; }
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@ -331,7 +394,33 @@ namespace osu.Game.Rulesets.Taiko.Tests
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LastPlayedSamples = samples;
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}
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public new HitObject GetMostValidObject() => base.GetMostValidObject();
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public new HitObject? GetMostValidObject() => base.GetMostValidObject();
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}
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private class TestManualClock : ManualClock, IAdjustableClock
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{
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public TestManualClock()
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{
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IsRunning = true;
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}
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public void Start() => IsRunning = true;
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public void Stop() => IsRunning = false;
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public bool Seek(double position)
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{
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CurrentTime = position;
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return true;
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}
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public void Reset()
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{
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}
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public void ResetSpeedAdjustments()
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{
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}
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}
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}
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}
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@ -18,6 +18,7 @@ using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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using osu.Game.Storyboards;
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using osuTK;
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@ -62,25 +63,30 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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new HitCircle
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{
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HitWindows = new HitWindows(),
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StartTime = t += spacing,
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Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_NORMAL) }
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},
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new HitCircle
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{
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HitWindows = new HitWindows(),
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StartTime = t += spacing,
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Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_WHISTLE) }
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},
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new HitCircle
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{
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HitWindows = new HitWindows(),
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StartTime = t += spacing,
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Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_NORMAL, HitSampleInfo.BANK_SOFT) },
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},
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new HitCircle
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{
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HitWindows = new HitWindows(),
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StartTime = t += spacing,
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},
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new Slider
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{
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HitWindows = new HitWindows(),
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StartTime = t += spacing,
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Path = new SliderPath(PathType.Linear, new[] { Vector2.Zero, Vector2.UnitY * 200 }),
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Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_WHISTLE, HitSampleInfo.BANK_SOFT) },
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@ -101,7 +107,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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base.SetUpSteps();
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AddStep("Add trigger source", () => Player.HUDOverlay.Add(sampleTriggerSource = new TestGameplaySampleTriggerSource(Player.DrawableRuleset.Playfield.HitObjectContainer)));
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AddStep("Add trigger source", () => Player.GameplayClockContainer.Add(sampleTriggerSource = new TestGameplaySampleTriggerSource(Player.DrawableRuleset.Playfield.HitObjectContainer)));
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}
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[Test]
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@ -131,7 +137,12 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddAssert("first object hit", () => getNextAliveObject()?.Entry?.Result?.HasResult == true);
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checkValidObjectIndex(1);
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// next object is too far away, so we still use the already hit object.
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checkValidObjectIndex(0);
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// still too far away.
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seekBeforeIndex(1, 400);
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checkValidObjectIndex(0);
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// Still object 1 as it's not hit yet.
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seekBeforeIndex(1);
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@ -168,9 +179,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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checkValidObjectIndex(4);
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}
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private void seekBeforeIndex(int index)
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private void seekBeforeIndex(int index, double amount = 100)
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{
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AddStep($"seek to just before object {index}", () => Player.GameplayClockContainer.Seek(beatmap.HitObjects[index].StartTime - 100));
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AddStep($"seek to {amount} ms before object {index}", () => Player.GameplayClockContainer.Seek(beatmap.HitObjects[index].StartTime - amount));
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waitForCatchUp();
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}
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@ -204,7 +215,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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}
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public new HitObject GetMostValidObject() => base.GetMostValidObject();
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public new HitObject? GetMostValidObject() => base.GetMostValidObject();
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}
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}
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}
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@ -1,13 +1,14 @@
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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 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.Graphics.Containers;
|
||||
using osu.Game.Audio;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Screens.Play;
|
||||
using osu.Game.Skinning;
|
||||
|
||||
namespace osu.Game.Rulesets.UI
|
||||
@ -28,6 +29,11 @@ namespace osu.Game.Rulesets.UI
|
||||
|
||||
private readonly Container<SkinnableSound> hitSounds;
|
||||
|
||||
private HitObjectLifetimeEntry? mostValidObject;
|
||||
|
||||
[Resolved]
|
||||
private IGameplayClock? gameplayClock { get; set; }
|
||||
|
||||
public GameplaySampleTriggerSource(HitObjectContainer hitObjectContainer)
|
||||
{
|
||||
this.hitObjectContainer = hitObjectContainer;
|
||||
@ -39,14 +45,12 @@ namespace osu.Game.Rulesets.UI
|
||||
};
|
||||
}
|
||||
|
||||
private HitObjectLifetimeEntry fallbackObject;
|
||||
|
||||
/// <summary>
|
||||
/// Play the most appropriate hit sound for the current point in time.
|
||||
/// </summary>
|
||||
public virtual void Play()
|
||||
{
|
||||
var nextObject = GetMostValidObject();
|
||||
HitObject? nextObject = GetMostValidObject();
|
||||
|
||||
if (nextObject == null)
|
||||
return;
|
||||
@ -65,64 +69,61 @@ namespace osu.Game.Rulesets.UI
|
||||
hitSound.Play();
|
||||
});
|
||||
|
||||
protected HitObject GetMostValidObject()
|
||||
protected HitObject? GetMostValidObject()
|
||||
{
|
||||
// The most optimal lookup case we have is when an object is alive. There are usually very few alive objects so there's no drawbacks in attempting this lookup each time.
|
||||
var drawableHitObject = hitObjectContainer.AliveObjects.FirstOrDefault(h => h.Result?.HasResult != true);
|
||||
|
||||
if (drawableHitObject != null)
|
||||
{
|
||||
// A hit object may have a more valid nested object.
|
||||
drawableHitObject = getMostValidNestedDrawable(drawableHitObject);
|
||||
|
||||
return drawableHitObject.HitObject;
|
||||
}
|
||||
|
||||
// In the case a next object isn't available in drawable form, we need to do a somewhat expensive traversal to get a valid sound to play.
|
||||
// This lookup can be skipped if the last entry is still valid (in the future and not yet hit).
|
||||
if (fallbackObject == null || fallbackObject.Result?.HasResult == true)
|
||||
if (mostValidObject == null || isAlreadyHit(mostValidObject))
|
||||
{
|
||||
// We need to use lifetime entries to find the next object (we can't just use `hitObjectContainer.Objects` due to pooling - it may even be empty).
|
||||
// If required, we can make this lookup more efficient by adding support to get next-future-entry in LifetimeEntryManager.
|
||||
fallbackObject = hitObjectContainer.Entries
|
||||
.Where(e => e.Result?.HasResult != true).MinBy(e => e.HitObject.StartTime);
|
||||
|
||||
if (fallbackObject != null)
|
||||
return getEarliestNestedObject(fallbackObject.HitObject);
|
||||
var candidate =
|
||||
// Use alive entries first as an optimisation.
|
||||
hitObjectContainer.AliveEntries.Select(tuple => tuple.Entry).Where(e => !isAlreadyHit(e)).MinBy(e => e.HitObject.StartTime)
|
||||
?? hitObjectContainer.Entries.Where(e => !isAlreadyHit(e)).MinBy(e => e.HitObject.StartTime);
|
||||
|
||||
// In the case there are no non-judged objects, the last hit object should be used instead.
|
||||
fallbackObject ??= hitObjectContainer.Entries.LastOrDefault();
|
||||
if (candidate == null)
|
||||
{
|
||||
mostValidObject = hitObjectContainer.Entries.LastOrDefault();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (isCloseEnoughToCurrentTime(candidate.HitObject))
|
||||
{
|
||||
mostValidObject = candidate;
|
||||
}
|
||||
else
|
||||
{
|
||||
mostValidObject ??= hitObjectContainer.Entries.FirstOrDefault();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (fallbackObject == null)
|
||||
if (mostValidObject == null)
|
||||
return null;
|
||||
|
||||
bool fallbackHasResult = fallbackObject.Result?.HasResult == true;
|
||||
|
||||
// If the fallback has been judged then we want the sample from the object itself.
|
||||
if (fallbackHasResult)
|
||||
return fallbackObject.HitObject;
|
||||
if (isAlreadyHit(mostValidObject))
|
||||
return mostValidObject.HitObject;
|
||||
|
||||
// Else we want the earliest (including nested).
|
||||
// Else we want the earliest valid nested.
|
||||
// In cases of nested objects, they will always have earlier sample data than their parent object.
|
||||
return getEarliestNestedObject(fallbackObject.HitObject);
|
||||
return getAllNested(mostValidObject.HitObject).OrderBy(h => h.GetEndTime()).SkipWhile(h => h.GetEndTime() <= getReferenceTime()).FirstOrDefault() ?? mostValidObject.HitObject;
|
||||
}
|
||||
|
||||
private DrawableHitObject getMostValidNestedDrawable(DrawableHitObject o)
|
||||
private bool isAlreadyHit(HitObjectLifetimeEntry h) => h.Result?.HasResult == true;
|
||||
private bool isCloseEnoughToCurrentTime(HitObject h) => getReferenceTime() >= h.StartTime - h.HitWindows.WindowFor(HitResult.Miss) * 2;
|
||||
|
||||
private double getReferenceTime() => gameplayClock?.CurrentTime ?? Clock.CurrentTime;
|
||||
|
||||
private IEnumerable<HitObject> getAllNested(HitObject hitObject)
|
||||
{
|
||||
var nestedWithoutResult = o.NestedHitObjects.FirstOrDefault(n => n.Result?.HasResult != true);
|
||||
foreach (var h in hitObject.NestedHitObjects)
|
||||
{
|
||||
yield return h;
|
||||
|
||||
if (nestedWithoutResult == null)
|
||||
return o;
|
||||
|
||||
return getMostValidNestedDrawable(nestedWithoutResult);
|
||||
}
|
||||
|
||||
private HitObject getEarliestNestedObject(HitObject hitObject)
|
||||
{
|
||||
var nested = hitObject.NestedHitObjects.FirstOrDefault();
|
||||
|
||||
return nested != null ? getEarliestNestedObject(nested) : hitObject;
|
||||
foreach (var n in getAllNested(h))
|
||||
yield return n;
|
||||
}
|
||||
}
|
||||
|
||||
private SkinnableSound getNextSample()
|
||||
|
Loading…
Reference in New Issue
Block a user