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Make processors and break overlay frame-stable
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parent
85c44b5a5a
commit
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@ -49,7 +49,12 @@ namespace osu.Game.Rulesets.Scoring
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healthIncreases = null;
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}
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public override void ApplyElapsedTime(double elapsedTime) => Health.Value -= drainRate * elapsedTime;
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protected override void Update()
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{
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base.Update();
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Health.Value -= drainRate * Time.Elapsed;
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}
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protected override void ApplyResultInternal(JudgementResult result)
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{
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@ -3,13 +3,14 @@
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using System;
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using osu.Framework.Extensions.TypeExtensions;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Scoring
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{
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public abstract class JudgementProcessor
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public abstract class JudgementProcessor : Component
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{
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/// <summary>
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/// Invoked when all <see cref="HitObject"/>s have been judged by this <see cref="JudgementProcessor"/>.
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@ -47,10 +48,6 @@ namespace osu.Game.Rulesets.Scoring
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Reset(true);
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}
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public virtual void ApplyElapsedTime(double elapsedTime)
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{
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}
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/// <summary>
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/// Applies the score change of a <see cref="JudgementResult"/> to this <see cref="ScoreProcessor"/>.
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/// </summary>
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@ -119,8 +116,6 @@ namespace osu.Game.Rulesets.Scoring
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/// <param name="beatmap">The <see cref="IBeatmap"/> to simulate.</param>
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protected virtual void SimulateAutoplay(IBeatmap beatmap)
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{
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HitObject lastObject = null;
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foreach (var obj in beatmap.HitObjects)
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simulate(obj);
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@ -129,9 +124,6 @@ namespace osu.Game.Rulesets.Scoring
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foreach (var nested in obj.NestedHitObjects)
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simulate(nested);
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if (lastObject != null)
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ApplyElapsedTime(lastObject.GetEndTime() - obj.StartTime);
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var judgement = obj.CreateJudgement();
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if (judgement == null)
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return;
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@ -142,8 +134,6 @@ namespace osu.Game.Rulesets.Scoring
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result.Type = judgement.MaxResult;
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ApplyResult(result);
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lastObject = obj;
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}
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}
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}
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@ -72,10 +72,9 @@ namespace osu.Game.Rulesets.UI
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/// </summary>
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public override Playfield Playfield => playfield.Value;
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/// <summary>
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/// Place to put drawables above hit objects but below UI.
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/// </summary>
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public Container Overlays { get; private set; }
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private Container overlays;
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public override Container Overlays => overlays;
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public override GameplayClock FrameStableClock => frameStabilityContainer.GameplayClock;
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@ -185,12 +184,15 @@ namespace osu.Game.Rulesets.UI
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frameStabilityContainer = new FrameStabilityContainer(GameplayStartTime)
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{
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FrameStablePlayback = FrameStablePlayback,
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Child = KeyBindingInputManager
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.WithChild(CreatePlayfieldAdjustmentContainer()
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.WithChild(Playfield)
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)
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Children = new Drawable[]
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{
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KeyBindingInputManager
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.WithChild(CreatePlayfieldAdjustmentContainer()
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.WithChild(Playfield)
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),
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overlays = new Container { RelativeSizeAxes = Axes.Both }
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}
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},
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Overlays = new Container { RelativeSizeAxes = Axes.Both }
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};
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if ((ResumeOverlay = CreateResumeOverlay()) != null)
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@ -385,6 +387,11 @@ namespace osu.Game.Rulesets.UI
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/// </summary>
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public abstract Playfield Playfield { get; }
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/// <summary>
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/// Place to put drawables above hit objects but below UI.
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/// </summary>
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public abstract Container Overlays { get; }
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/// <summary>
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/// The frame-stable clock which is being used for playfield display.
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/// </summary>
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@ -208,12 +208,6 @@ namespace osu.Game.Screens.Play
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{
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target.AddRange(new[]
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{
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BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, DrawableRuleset.GameplayStartTime, ScoreProcessor)
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Breaks = working.Beatmap.Breaks
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},
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// display the cursor above some HUD elements.
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DrawableRuleset.Cursor?.CreateProxy() ?? new Container(),
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DrawableRuleset.ResumeOverlay?.CreateProxy() ?? new Container(),
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@ -268,6 +262,16 @@ namespace osu.Game.Screens.Play
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},
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failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, }
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});
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DrawableRuleset.Overlays.Add(BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, DrawableRuleset.GameplayStartTime, ScoreProcessor)
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Breaks = working.Beatmap.Breaks
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});
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DrawableRuleset.Overlays.Add(ScoreProcessor);
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DrawableRuleset.Overlays.Add(HealthProcessor);
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}
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private void updatePauseOnFocusLostState() =>
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@ -342,14 +346,6 @@ namespace osu.Game.Screens.Play
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this.Exit();
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}
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protected override void Update()
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{
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base.Update();
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if (!GameplayClockContainer.IsPaused.Value)
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HealthProcessor.ApplyElapsedTime(GameplayClockContainer.GameplayClock.ElapsedFrameTime);
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}
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/// <summary>
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/// Restart gameplay via a parent <see cref="PlayerLoader"/>.
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/// <remarks>This can be called from a child screen in order to trigger the restart process.</remarks>
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