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Move DrawableHitObject automatic state logic to base class (#5424)

Move DrawableHitObject automatic state logic to base class

Co-authored-by: Dan Balasescu <smoogipoo@smgi.me>
This commit is contained in:
Dean Herbert 2019-07-23 21:33:21 +09:00 committed by GitHub
commit 63336707fe
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11 changed files with 131 additions and 86 deletions

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@ -3,12 +3,10 @@
using System; using System;
using osuTK; using osuTK;
using osuTK.Graphics;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Scoring;
using osu.Game.Skinning;
namespace osu.Game.Rulesets.Catch.Objects.Drawable namespace osu.Game.Rulesets.Catch.Objects.Drawable
{ {
@ -60,16 +58,11 @@ namespace osu.Game.Rulesets.Catch.Objects.Drawable
ApplyResult(r => r.Type = CheckPosition.Invoke(HitObject) ? HitResult.Perfect : HitResult.Miss); ApplyResult(r => r.Type = CheckPosition.Invoke(HitObject) ? HitResult.Perfect : HitResult.Miss);
} }
protected override void SkinChanged(ISkinSource skin, bool allowFallback) protected override bool UseTransformStateManagement => false;
{
base.SkinChanged(skin, allowFallback);
if (HitObject is IHasComboInformation combo)
AccentColour.Value = skin.GetValue<SkinConfiguration, Color4?>(s => s.ComboColours.Count > 0 ? s.ComboColours[combo.ComboIndex % s.ComboColours.Count] : (Color4?)null) ?? Color4.White;
}
protected override void UpdateState(ArmedState state) protected override void UpdateState(ArmedState state)
{ {
// TODO: update to use new state management.
using (BeginAbsoluteSequence(HitObject.StartTime - HitObject.TimePreempt)) using (BeginAbsoluteSequence(HitObject.StartTime - HitObject.TimePreempt))
this.FadeIn(200); this.FadeIn(200);

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@ -58,8 +58,11 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
HitObject = hitObject; HitObject = hitObject;
} }
protected override bool UseTransformStateManagement => false;
protected override void UpdateState(ArmedState state) protected override void UpdateState(ArmedState state)
{ {
// TODO: update to use new state management.
switch (state) switch (state)
{ {
case ArmedState.Miss: case ArmedState.Miss:

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@ -128,16 +128,16 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
ApplyResult(r => r.Type = result); ApplyResult(r => r.Type = result);
} }
protected override void UpdatePreemptState() protected override void UpdateInitialTransforms()
{ {
base.UpdatePreemptState(); base.UpdateInitialTransforms();
ApproachCircle.FadeIn(Math.Min(HitObject.TimeFadeIn * 2, HitObject.TimePreempt)); ApproachCircle.FadeIn(Math.Min(HitObject.TimeFadeIn * 2, HitObject.TimePreempt));
ApproachCircle.ScaleTo(1.1f, HitObject.TimePreempt); ApproachCircle.ScaleTo(1.1f, HitObject.TimePreempt);
ApproachCircle.Expire(true); ApproachCircle.Expire(true);
} }
protected override void UpdateCurrentState(ArmedState state) protected override void UpdateStateTransforms(ArmedState state)
{ {
glow.FadeOut(400); glow.FadeOut(400);

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@ -1,15 +1,10 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using System;
using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Objects.Drawables;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Judgements; using osu.Game.Rulesets.Osu.Judgements;
using osu.Game.Rulesets.Scoring;
using osu.Game.Skinning;
using osuTK.Graphics;
using osu.Game.Graphics.Containers; using osu.Game.Graphics.Containers;
namespace osu.Game.Rulesets.Osu.Objects.Drawables namespace osu.Game.Rulesets.Osu.Objects.Drawables
@ -41,47 +36,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt; protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt;
protected sealed override void UpdateState(ArmedState state) protected override void UpdateInitialTransforms() => this.FadeIn(HitObject.TimeFadeIn);
{
double transformTime = HitObject.StartTime - HitObject.TimePreempt;
base.ApplyTransformsAt(transformTime, true);
base.ClearTransformsAfter(transformTime, true);
using (BeginAbsoluteSequence(transformTime, true))
{
UpdatePreemptState();
var judgementOffset = Math.Min(HitObject.HitWindows.HalfWindowFor(HitResult.Miss), Result?.TimeOffset ?? 0);
using (BeginDelayedSequence(HitObject.TimePreempt + judgementOffset, true))
UpdateCurrentState(state);
}
}
protected override void SkinChanged(ISkinSource skin, bool allowFallback)
{
base.SkinChanged(skin, allowFallback);
if (HitObject is IHasComboInformation combo)
AccentColour.Value = skin.GetValue<SkinConfiguration, Color4?>(s => s.ComboColours.Count > 0 ? s.ComboColours[combo.ComboIndex % s.ComboColours.Count] : (Color4?)null) ?? Color4.White;
}
protected virtual void UpdatePreemptState() => this.FadeIn(HitObject.TimeFadeIn);
protected virtual void UpdateCurrentState(ArmedState state)
{
}
// Todo: At some point we need to move these to DrawableHitObject after ensuring that all other Rulesets apply
// transforms in the same way and don't rely on them not being cleared
public override void ClearTransformsAfter(double time, bool propagateChildren = false, string targetMember = null)
{
}
public override void ApplyTransformsAt(double time, bool propagateChildren = false)
{
}
private OsuInputManager osuActionInputManager; private OsuInputManager osuActionInputManager;
internal OsuInputManager OsuActionInputManager => osuActionInputManager ?? (osuActionInputManager = GetContainingInputManager() as OsuInputManager); internal OsuInputManager OsuActionInputManager => osuActionInputManager ?? (osuActionInputManager = GetContainingInputManager() as OsuInputManager);

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@ -47,7 +47,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
ApplyResult(r => r.Type = drawableSlider.Tracking.Value ? HitResult.Great : HitResult.Miss); ApplyResult(r => r.Type = drawableSlider.Tracking.Value ? HitResult.Great : HitResult.Miss);
} }
protected override void UpdatePreemptState() protected override void UpdateInitialTransforms()
{ {
animDuration = Math.Min(150, repeatPoint.SpanDuration / 2); animDuration = Math.Min(150, repeatPoint.SpanDuration / 2);
@ -57,7 +57,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
); );
} }
protected override void UpdateCurrentState(ArmedState state) protected override void UpdateStateTransforms(ArmedState state)
{ {
switch (state) switch (state)
{ {

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@ -190,7 +190,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
}); });
} }
protected override void UpdateCurrentState(ArmedState state) protected override void UpdateStateTransforms(ArmedState state)
{ {
Ball.FadeIn(); Ball.FadeIn();
Ball.ScaleTo(HitObject.Scale); Ball.ScaleTo(HitObject.Scale);

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@ -52,13 +52,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
ApplyResult(r => r.Type = Tracking ? HitResult.Great : HitResult.Miss); ApplyResult(r => r.Type = Tracking ? HitResult.Great : HitResult.Miss);
} }
protected override void UpdatePreemptState() protected override void UpdateInitialTransforms()
{ {
this.FadeOut().FadeIn(ANIM_DURATION); this.FadeOut().FadeIn(ANIM_DURATION);
this.ScaleTo(0.5f).ScaleTo(1f, ANIM_DURATION * 4, Easing.OutElasticHalf); this.ScaleTo(0.5f).ScaleTo(1f, ANIM_DURATION * 4, Easing.OutElasticHalf);
} }
protected override void UpdateCurrentState(ArmedState state) protected override void UpdateStateTransforms(ArmedState state)
{ {
switch (state) switch (state)
{ {

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@ -196,9 +196,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
symbol.RotateTo(Disc.Rotation / 2, 500, Easing.OutQuint); symbol.RotateTo(Disc.Rotation / 2, 500, Easing.OutQuint);
} }
protected override void UpdatePreemptState() protected override void UpdateInitialTransforms()
{ {
base.UpdatePreemptState(); base.UpdateInitialTransforms();
circleContainer.ScaleTo(Spinner.Scale * 0.3f); circleContainer.ScaleTo(Spinner.Scale * 0.3f);
circleContainer.ScaleTo(Spinner.Scale, HitObject.TimePreempt / 1.4f, Easing.OutQuint); circleContainer.ScaleTo(Spinner.Scale, HitObject.TimePreempt / 1.4f, Easing.OutQuint);
@ -213,7 +213,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
.ScaleTo(1, 500, Easing.OutQuint); .ScaleTo(1, 500, Easing.OutQuint);
} }
protected override void UpdateCurrentState(ArmedState state) protected override void UpdateStateTransforms(ArmedState state)
{ {
var sequence = this.Delay(Spinner.Duration).FadeOut(160); var sequence = this.Delay(Spinner.Duration).FadeOut(160);

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@ -94,6 +94,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
protected override void UpdateState(ArmedState state) protected override void UpdateState(ArmedState state)
{ {
// TODO: update to use new state management.
var circlePiece = MainPiece as CirclePiece; var circlePiece = MainPiece as CirclePiece;
circlePiece?.FlashBox.FinishTransforms(); circlePiece?.FlashBox.FinishTransforms();

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@ -121,6 +121,8 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
} }
} }
protected override bool UseTransformStateManagement => false;
// Normal and clap samples are handled by the drum // Normal and clap samples are handled by the drum
protected override IEnumerable<HitSampleInfo> GetSamples() => HitObject.Samples.Where(s => s.Name != HitSampleInfo.HIT_NORMAL && s.Name != HitSampleInfo.HIT_CLAP); protected override IEnumerable<HitSampleInfo> GetSamples() => HitObject.Samples.Where(s => s.Name != HitSampleInfo.HIT_NORMAL && s.Name != HitSampleInfo.HIT_CLAP);

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@ -81,7 +81,9 @@ namespace osu.Game.Rulesets.Objects.Drawables
public override bool IsPresent => base.IsPresent || (State.Value == ArmedState.Idle && Clock?.CurrentTime >= LifetimeStart); public override bool IsPresent => base.IsPresent || (State.Value == ArmedState.Idle && Clock?.CurrentTime >= LifetimeStart);
public readonly Bindable<ArmedState> State = new Bindable<ArmedState>(); private readonly Bindable<ArmedState> state = new Bindable<ArmedState>();
public IBindable<ArmedState> State => state;
protected DrawableHitObject(HitObject hitObject) protected DrawableHitObject(HitObject hitObject)
{ {
@ -116,33 +118,120 @@ namespace osu.Game.Rulesets.Objects.Drawables
} }
} }
protected override void ClearInternal(bool disposeChildren = true) => throw new InvalidOperationException($"Should never clear a {nameof(DrawableHitObject)}");
protected override void LoadComplete() protected override void LoadComplete()
{ {
base.LoadComplete(); base.LoadComplete();
updateState(ArmedState.Idle, true);
State.ValueChanged += armed =>
{
UpdateState(armed.NewValue);
// apply any custom state overrides
ApplyCustomUpdateState?.Invoke(this, armed.NewValue);
if (armed.NewValue == ArmedState.Hit)
PlaySamples();
};
State.TriggerChange();
} }
protected abstract void UpdateState(ArmedState state); #region State / Transform Management
/// <summary> /// <summary>
/// Bind to apply a custom state which can override the default implementation. /// Bind to apply a custom state which can override the default implementation.
/// </summary> /// </summary>
public event Action<DrawableHitObject, ArmedState> ApplyCustomUpdateState; public event Action<DrawableHitObject, ArmedState> ApplyCustomUpdateState;
/// <summary>
/// Enables automatic transform management of this hitobject. Implementation of transforms should be done in <see cref="UpdateInitialTransforms"/> and <see cref="UpdateStateTransforms"/> only. Rewinding and removing previous states is done automatically.
/// </summary>
/// <remarks>
/// Going forward, this is the preferred way of implementing <see cref="DrawableHitObject"/>s. Previous functionality
/// is offered as a compatibility layer until all rulesets have been migrated across.
/// </remarks>
protected virtual bool UseTransformStateManagement => true;
protected override void ClearInternal(bool disposeChildren = true) => throw new InvalidOperationException($"Should never clear a {nameof(DrawableHitObject)}");
private void updateState(ArmedState newState, bool force = false)
{
if (State.Value == newState && !force)
return;
// apply any custom state overrides
ApplyCustomUpdateState?.Invoke(this, newState);
if (newState == ArmedState.Hit)
PlaySamples();
if (UseTransformStateManagement)
{
double transformTime = HitObject.StartTime - InitialLifetimeOffset;
base.ApplyTransformsAt(transformTime, true);
base.ClearTransformsAfter(transformTime, true);
using (BeginAbsoluteSequence(transformTime, true))
{
UpdateInitialTransforms();
var judgementOffset = Math.Min(HitObject.HitWindows?.HalfWindowFor(HitResult.Miss) ?? double.MaxValue, Result?.TimeOffset ?? 0);
using (BeginDelayedSequence(InitialLifetimeOffset + judgementOffset, true))
{
UpdateStateTransforms(newState);
state.Value = newState;
}
}
}
else
state.Value = newState;
UpdateState(newState);
}
/// <summary>
/// Apply (generally fade-in) transforms leading into the <see cref="HitObject"/> start time.
/// The local drawable hierarchy is recursively delayed to <see cref="LifetimeStart"/> for convenience.
/// </summary>
/// <remarks>
/// This is called once before every <see cref="UpdateStateTransforms"/>. This is to ensure a good state in the case
/// the <see cref="JudgementResult.TimeOffset"/> was negative and potentially altered the pre-hit transforms.
/// </remarks>
protected virtual void UpdateInitialTransforms()
{
}
/// <summary>
/// Apply transforms based on the current <see cref="ArmedState"/>. Previous states are automatically cleared.
/// </summary>
/// <param name="state">The new armed state.</param>
protected virtual void UpdateStateTransforms(ArmedState state)
{
}
public override void ClearTransformsAfter(double time, bool propagateChildren = false, string targetMember = null)
{
// When we are using automatic state management, parent calls to this should be blocked for safety.
if (!UseTransformStateManagement)
base.ClearTransformsAfter(time, propagateChildren, targetMember);
}
public override void ApplyTransformsAt(double time, bool propagateChildren = false)
{
// When we are using automatic state management, parent calls to this should be blocked for safety.
if (!UseTransformStateManagement)
base.ApplyTransformsAt(time, propagateChildren);
}
/// <summary>
/// Legacy method to handle state changes.
/// Should generally not be used when <see cref="UseTransformStateManagement"/> is true; use <see cref="UpdateStateTransforms"/> instead.
/// </summary>
/// <param name="state">The new armed state.</param>
protected virtual void UpdateState(ArmedState state)
{
}
#endregion
protected override void SkinChanged(ISkinSource skin, bool allowFallback)
{
base.SkinChanged(skin, allowFallback);
if (HitObject is IHasComboInformation combo)
AccentColour.Value = skin.GetValue<SkinConfiguration, Color4?>(s => s.ComboColours.Count > 0 ? s.ComboColours[combo.ComboIndex % s.ComboColours.Count] : (Color4?)null) ?? Color4.White;
}
/// <summary> /// <summary>
/// Plays all the hit sounds for this <see cref="DrawableHitObject"/>. /// Plays all the hit sounds for this <see cref="DrawableHitObject"/>.
/// This is invoked automatically when this <see cref="DrawableHitObject"/> is hit. /// This is invoked automatically when this <see cref="DrawableHitObject"/> is hit.
@ -163,7 +252,8 @@ namespace osu.Game.Rulesets.Objects.Drawables
Result.TimeOffset = 0; Result.TimeOffset = 0;
Result.Type = HitResult.None; Result.Type = HitResult.None;
State.Value = ArmedState.Idle;
updateState(ArmedState.Idle);
} }
} }
} }
@ -195,6 +285,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
/// </summary> /// </summary>
/// <remarks> /// <remarks>
/// This is only used as an optimisation to delay the initial update of this <see cref="DrawableHitObject"/> and may be tuned more aggressively if required. /// This is only used as an optimisation to delay the initial update of this <see cref="DrawableHitObject"/> and may be tuned more aggressively if required.
/// It is indirectly used to decide the automatic transform offset provided to <see cref="UpdateInitialTransforms"/>.
/// A more accurate <see cref="LifetimeStart"/> should be set inside <see cref="UpdateState"/> for an <see cref="ArmedState.Idle"/> state. /// A more accurate <see cref="LifetimeStart"/> should be set inside <see cref="UpdateState"/> for an <see cref="ArmedState.Idle"/> state.
/// </remarks> /// </remarks>
protected virtual double InitialLifetimeOffset => 10000; protected virtual double InitialLifetimeOffset => 10000;
@ -243,11 +334,11 @@ namespace osu.Game.Rulesets.Objects.Drawables
break; break;
case HitResult.Miss: case HitResult.Miss:
State.Value = ArmedState.Miss; updateState(ArmedState.Miss);
break; break;
default: default:
State.Value = ArmedState.Hit; updateState(ArmedState.Hit);
break; break;
} }