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Adjust GameplaySampleTriggerSource
to only switch samples when close enough to the next hit object
Closes #23963. To simplify things, I've removed the optimisation of using `AliveObject`s because it would break the way this whole lookup works.
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@ -7,7 +7,7 @@ using System.Linq;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Audio;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.UI
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@ -39,7 +39,7 @@ namespace osu.Game.Rulesets.UI
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};
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}
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private HitObjectLifetimeEntry fallbackObject;
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private HitObjectLifetimeEntry mostValidObject;
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/// <summary>
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/// Play the most appropriate hit sound for the current point in time.
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@ -67,56 +67,38 @@ namespace osu.Game.Rulesets.UI
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protected HitObject GetMostValidObject()
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{
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// 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.
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var drawableHitObject = hitObjectContainer.AliveObjects.FirstOrDefault(h => h.Result?.HasResult != true);
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if (drawableHitObject != null)
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{
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// A hit object may have a more valid nested object.
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drawableHitObject = getMostValidNestedDrawable(drawableHitObject);
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return drawableHitObject.HitObject;
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}
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// 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.
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// This lookup can be skipped if the last entry is still valid (in the future and not yet hit).
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if (fallbackObject == null || fallbackObject.Result?.HasResult == true)
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if (mostValidObject == null || isAlreadyHit(mostValidObject))
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{
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// 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).
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// If required, we can make this lookup more efficient by adding support to get next-future-entry in LifetimeEntryManager.
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fallbackObject = hitObjectContainer.Entries
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.Where(e => e.Result?.HasResult != true).MinBy(e => e.HitObject.StartTime);
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if (fallbackObject != null)
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return getEarliestNestedObject(fallbackObject.HitObject);
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var candidate = hitObjectContainer.Entries.Where(e => !isAlreadyHit(e)).MinBy(e => e.HitObject.StartTime);
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// In the case there are no non-judged objects, the last hit object should be used instead.
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fallbackObject ??= hitObjectContainer.Entries.LastOrDefault();
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if (candidate == null)
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mostValidObject = hitObjectContainer.Entries.LastOrDefault();
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else
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{
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if (isCloseEnoughToCurrentTime(candidate))
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mostValidObject = candidate;
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else
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mostValidObject ??= hitObjectContainer.Entries.FirstOrDefault();
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}
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}
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if (fallbackObject == null)
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if (mostValidObject == null)
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return null;
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bool fallbackHasResult = fallbackObject.Result?.HasResult == true;
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// If the fallback has been judged then we want the sample from the object itself.
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if (fallbackHasResult)
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return fallbackObject.HitObject;
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if (isAlreadyHit(mostValidObject))
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return mostValidObject.HitObject;
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// Else we want the earliest (including nested).
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// In cases of nested objects, they will always have earlier sample data than their parent object.
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return getEarliestNestedObject(fallbackObject.HitObject);
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return getEarliestNestedObject(mostValidObject.HitObject);
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}
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private DrawableHitObject getMostValidNestedDrawable(DrawableHitObject o)
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{
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var nestedWithoutResult = o.NestedHitObjects.FirstOrDefault(n => n.Result?.HasResult != true);
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if (nestedWithoutResult == null)
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return o;
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return getMostValidNestedDrawable(nestedWithoutResult);
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}
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private bool isAlreadyHit(HitObjectLifetimeEntry h) => h.Result?.HasResult == true;
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private bool isCloseEnoughToCurrentTime(HitObjectLifetimeEntry h) => Time.Current > h.HitObject.StartTime - h.HitObject.HitWindows.WindowFor(HitResult.Miss) * 1.5;
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private HitObject getEarliestNestedObject(HitObject hitObject)
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{
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