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mirror of https://github.com/ppy/osu.git synced 2025-01-28 20:32:55 +08:00

Merge branch 'master' into better_hitobject_defaults

This commit is contained in:
Dean Herbert 2017-03-17 02:51:15 +09:00 committed by GitHub
commit 5474710c13
8 changed files with 125 additions and 63 deletions

@ -1 +1 @@
Subproject commit 53dfe2a110d732cca0e7df58c33eca368bc7ff61
Subproject commit db310bfc10cd1c9ed12c9e19cdc0edfa53117353

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@ -33,10 +33,10 @@ namespace osu.Desktop.VisualTests.Tests
Position = new Vector2(275, 5)
});
filter.PinTab(GroupMode.All);
filter.PinTab(GroupMode.RecentlyPlayed);
filter.PinItem(GroupMode.All);
filter.PinItem(GroupMode.RecentlyPlayed);
filter.ValueChanged += (sender, mode) =>
filter.ItemChanged += (sender, mode) =>
{
text.Text = "Currently Selected: " + mode.ToString();
};

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@ -39,7 +39,7 @@ namespace osu.Game.Database
using (SerializationReader sr = new SerializationReader(s))
{
var ruleset = Ruleset.GetRuleset((PlayMode)sr.ReadByte());
score = ruleset.CreateScoreProcessor().GetScore();
score = ruleset.CreateScoreProcessor().CreateScore();
/* score.Pass = true;*/
var version = sr.ReadInt32();

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@ -28,7 +28,7 @@ namespace osu.Game.Graphics.UserInterface
throw new InvalidOperationException("OsuTabControl only supports enums as the generic type argument");
foreach (var val in (T[])Enum.GetValues(typeof(T)))
AddTab(val);
AddItem(val);
}
[BackgroundDependencyLoader]

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@ -7,12 +7,64 @@ using System.Collections.Generic;
using osu.Game.Modes.Judgements;
using osu.Game.Modes.UI;
using osu.Game.Modes.Objects;
using osu.Game.Beatmaps;
namespace osu.Game.Modes
{
public abstract class ScoreProcessor
{
public virtual Score GetScore() => new Score
/// <summary>
/// Invoked when the ScoreProcessor is in a failed state.
/// </summary>
public event Action Failed;
/// <summary>
/// The current total score.
/// </summary>
public readonly BindableDouble TotalScore = new BindableDouble { MinValue = 0 };
/// <summary>
/// The current accuracy.
/// </summary>
public readonly BindableDouble Accuracy = new BindableDouble { MinValue = 0, MaxValue = 1 };
/// <summary>
/// The current health.
/// </summary>
public readonly BindableDouble Health = new BindableDouble { MinValue = 0, MaxValue = 1 };
/// <summary>
/// The current combo.
/// </summary>
public readonly BindableInt Combo = new BindableInt();
/// <summary>
/// THe highest combo achieved by this score.
/// </summary>
public readonly BindableInt HighestCombo = new BindableInt();
/// <summary>
/// Whether the score is in a failed state.
/// </summary>
public virtual bool HasFailed => false;
/// <summary>
/// Whether this ScoreProcessor has already triggered the failed state.
/// </summary>
private bool alreadyFailed;
protected ScoreProcessor()
{
Combo.ValueChanged += delegate { HighestCombo.Value = Math.Max(HighestCombo.Value, Combo.Value); };
Reset();
}
/// <summary>
/// Creates a Score applicable to the game mode in which this ScoreProcessor resides.
/// </summary>
/// <returns>The Score.</returns>
public virtual Score CreateScore() => new Score
{
TotalScore = TotalScore,
Combo = Combo,
@ -21,30 +73,32 @@ namespace osu.Game.Modes
Health = Health,
};
public readonly BindableDouble TotalScore = new BindableDouble { MinValue = 0 };
public readonly BindableDouble Accuracy = new BindableDouble { MinValue = 0, MaxValue = 1 };
public readonly BindableDouble Health = new BindableDouble { MinValue = 0, MaxValue = 1 };
public readonly BindableInt Combo = new BindableInt();
/// <summary>
/// Keeps track of the highest combo ever achieved in this play.
/// This is handled automatically by ScoreProcessor.
/// Resets this ScoreProcessor to a default state.
/// </summary>
public readonly BindableInt HighestCombo = new BindableInt();
/// <summary>
/// Called when we reach a failing health of zero.
/// </summary>
public event Action Failed;
/// <summary>
/// Notifies subscribers that the score is in a failed state.
/// </summary>
protected void TriggerFailed()
protected virtual void Reset()
{
TotalScore.Value = 0;
Accuracy.Value = 0;
Health.Value = 0;
Combo.Value = 0;
HighestCombo.Value = 0;
alreadyFailed = false;
}
/// <summary>
/// Checks if the score is in a failed state and notifies subscribers.
/// <para>
/// This can only ever notify subscribers once.
/// </para>
/// </summary>
protected void UpdateFailed()
{
if (alreadyFailed || !HasFailed)
return;
alreadyFailed = true;
Failed?.Invoke();
}
}
@ -56,32 +110,35 @@ namespace osu.Game.Modes
/// <summary>
/// All judgements held by this ScoreProcessor.
/// </summary>
protected List<TJudgement> Judgements;
protected readonly List<TJudgement> Judgements = new List<TJudgement>();
/// <summary>
/// Are we allowed to fail?
/// </summary>
protected bool CanFail => true;
/// <summary>
/// Whether this ScoreProcessor has already triggered the failed event.
/// </summary>
protected bool HasFailed { get; private set; }
public override bool HasFailed => Health.Value == Health.MinValue;
protected ScoreProcessor()
{
Combo.ValueChanged += delegate { HighestCombo.Value = Math.Max(HighestCombo.Value, Combo.Value); };
}
protected ScoreProcessor(HitRenderer<TObject, TJudgement> hitRenderer)
{
Judgements.Capacity = hitRenderer.Beatmap.HitObjects.Count;
hitRenderer.OnJudgement += addJudgement;
ComputeTargets(hitRenderer.Beatmap);
Reset();
}
protected ScoreProcessor(HitRenderer<TObject, TJudgement> hitRenderer)
: this()
{
Judgements = new List<TJudgement>(hitRenderer.Beatmap.HitObjects.Count);
hitRenderer.OnJudgement += addJudgement;
}
/// <summary>
/// Computes target scoring values for this ScoreProcessor. This is equivalent to performing an auto-play of the score to find the values.
/// </summary>
/// <param name="beatmap">The Beatmap containing the objects that will be judged by this ScoreProcessor.</param>
protected virtual void ComputeTargets(Beatmap<TObject> beatmap) { }
/// <summary>
/// Adds a judgement to this ScoreProcessor.
/// </summary>
/// <param name="judgement">The judgement to add.</param>
private void addJudgement(TJudgement judgement)
{
Judgements.Add(judgement);
@ -89,17 +146,14 @@ namespace osu.Game.Modes
UpdateCalculations(judgement);
judgement.ComboAtHit = (ulong)Combo.Value;
if (Health.Value == Health.MinValue && !HasFailed)
{
HasFailed = true;
TriggerFailed();
}
UpdateFailed();
}
/// <summary>
/// Resets this ScoreProcessor to a stale state.
/// </summary>
protected virtual void Reset() { }
protected override void Reset()
{
Judgements.Clear();
}
/// <summary>
/// Update any values that potentially need post-processing on a judgement change.
@ -107,4 +161,4 @@ namespace osu.Game.Modes
/// <param name="newJudgement">A new JudgementInfo that triggered this calculation. May be null.</param>
protected abstract void UpdateCalculations(TJudgement newJudgement);
}
}
}

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@ -25,6 +25,9 @@ namespace osu.Game.Modes.UI
/// </summary>
public abstract class HitRenderer : Container
{
/// <summary>
/// Invoked when all the judgeable HitObjects have been judged.
/// </summary>
public event Action OnAllJudged;
/// <summary>
@ -200,9 +203,10 @@ namespace osu.Game.Modes.UI
/// <param name="judgedObject">The object that Judgement has been updated for.</param>
private void onJudgement(DrawableHitObject<TObject, TJudgement> judgedObject)
{
OnJudgement?.Invoke(judgedObject.Judgement);
Playfield.OnJudgement(judgedObject);
OnJudgement?.Invoke(judgedObject.Judgement);
CheckAllJudged();
}

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@ -135,7 +135,7 @@ namespace osu.Game.Screens.Play
hudOverlay.BindHitRenderer(hitRenderer);
//bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
hitRenderer.OnAllJudged += onPass;
hitRenderer.OnAllJudged += onCompletion;
//bind ScoreProcessor to ourselves (for a fail situation)
scoreProcessor.Failed += onFail;
@ -237,15 +237,19 @@ namespace osu.Game.Screens.Play
});
}
private void onPass()
private void onCompletion()
{
// Only show the completion screen if the player hasn't failed
if (scoreProcessor.HasFailed)
return;
Delay(1000);
Schedule(delegate
{
ValidForResume = false;
Push(new Results
{
Score = scoreProcessor.GetScore()
Score = scoreProcessor.CreateScore()
});
});
}

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@ -141,10 +141,10 @@ namespace osu.Game.Screens.Select
}
};
groupTabs.PinTab(GroupMode.All);
groupTabs.PinTab(GroupMode.RecentlyPlayed);
groupTabs.ValueChanged += (sender, value) => Group = value;
sortTabs.ValueChanged += (sender, value) => Sort = value;
groupTabs.PinItem(GroupMode.All);
groupTabs.PinItem(GroupMode.RecentlyPlayed);
groupTabs.ItemChanged += (sender, value) => Group = value;
sortTabs.ItemChanged += (sender, value) => Sort = value;
}
public void Deactivate()