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Add hitobject lifetime model
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osu.Game/Rulesets/Objects/HitObjectLifetimeEntry.cs
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98
osu.Game/Rulesets/Objects/HitObjectLifetimeEntry.cs
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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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using osu.Framework.Graphics.Performance;
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using osu.Game.Rulesets.Objects.Drawables;
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namespace osu.Game.Rulesets.Objects
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{
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/// <summary>
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/// A <see cref="LifetimeEntry"/> that stores the lifetime for a <see cref="HitObject"/>.
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/// </summary>
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public class HitObjectLifetimeEntry : LifetimeEntry
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{
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/// <summary>
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/// The <see cref="HitObject"/>.
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/// </summary>
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public readonly HitObject HitObject;
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/// <summary>
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/// Creates a new <see cref="HitObjectLifetimeEntry"/>.
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/// </summary>
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/// <param name="hitObject">The <see cref="HitObject"/> to store the lifetime of.</param>
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public HitObjectLifetimeEntry(HitObject hitObject)
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{
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HitObject = hitObject;
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ResetLifetimeStart();
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}
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// The lifetime start, as set by the hitobject.
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private double realLifetimeStart = double.MinValue;
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/// <summary>
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/// The time at which the <see cref="HitObject"/> should become alive.
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/// </summary>
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public new double LifetimeStart
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{
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get => realLifetimeStart;
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set => setLifetime(realLifetimeStart = value, LifetimeEnd);
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}
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// The lifetime end, as set by the hitobject.
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private double realLifetimeEnd = double.MaxValue;
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/// <summary>
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/// The time at which the <see cref="HitObject"/> should become dead.
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/// </summary>
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public new double LifetimeEnd
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{
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get => realLifetimeEnd;
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set => setLifetime(LifetimeStart, realLifetimeEnd = value);
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}
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private void setLifetime(double start, double end)
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{
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if (keepAlive)
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{
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start = double.MinValue;
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end = double.MaxValue;
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}
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base.LifetimeStart = start;
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base.LifetimeEnd = end;
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}
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private bool keepAlive;
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/// <summary>
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/// Whether the <see cref="HitObject"/> should be kept always alive.
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/// </summary>
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internal bool KeepAlive
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{
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set
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{
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if (keepAlive == value)
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return;
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keepAlive = value;
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setLifetime(realLifetimeStart, realLifetimeEnd);
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}
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}
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/// <summary>
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/// A safe offset prior to the start time of <see cref="HitObject"/> at which it may begin displaying contents.
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/// By default, <see cref="HitObject"/>s are assumed to display their contents within 10 seconds prior to their start time.
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/// </summary>
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/// <remarks>
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/// This is only used as an optimisation to delay the initial update of the <see cref="HitObject"/> and may be tuned more aggressively if required.
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/// It is indirectly used to decide the automatic transform offset provided to <see cref="DrawableHitObject.UpdateInitialTransforms"/>.
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/// A more accurate <see cref="LifetimeStart"/> should be set for further optimisation (in <see cref="DrawableHitObject.LoadComplete"/>, for example).
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/// </remarks>
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protected virtual double InitialLifetimeOffset => 10000;
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/// <summary>
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/// Resets <see cref="LifetimeStart"/> according to the start time of the <see cref="HitObject"/>.
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/// </summary>
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internal void ResetLifetimeStart() => LifetimeStart = HitObject.StartTime - InitialLifetimeOffset;
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}
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}
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