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Merge branch 'skin-components-bind-outwards-health' into remove-hud-overlay-unused-pieces
This commit is contained in:
commit
a7acecc52b
@ -4,6 +4,7 @@
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Testing;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Scoring;
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@ -22,22 +23,30 @@ namespace osu.Game.Tests.Visual.Gameplay
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[SetUpSteps]
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public void SetUpSteps()
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{
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}
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private void create(HealthProcessor healthProcessor)
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{
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AddStep("create layer", () =>
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{
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Child = layer = new FailingLayer();
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layer.BindHealthProcessor(new DrainingHealthProcessor(1));
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Child = new HealthProcessorContainer(healthProcessor)
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{
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Child = layer = new FailingLayer()
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};
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layer.ShowHealth.BindTo(showHealth);
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});
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AddStep("show health", () => showHealth.Value = true);
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AddStep("enable layer", () => config.SetValue(OsuSetting.FadePlayfieldWhenHealthLow, true));
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AddUntilStep("layer is visible", () => layer.IsPresent);
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}
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[Test]
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public void TestLayerFading()
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{
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create(new DrainingHealthProcessor(0));
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AddSliderStep("current health", 0.0, 1.0, 1.0, val =>
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{
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if (layer != null)
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@ -53,6 +62,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestLayerDisabledViaConfig()
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{
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create(new DrainingHealthProcessor(0));
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AddUntilStep("layer is visible", () => layer.IsPresent);
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AddStep("disable layer", () => config.SetValue(OsuSetting.FadePlayfieldWhenHealthLow, false));
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AddStep("set health to 0.10", () => layer.Current.Value = 0.1);
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AddUntilStep("layer is not visible", () => !layer.IsPresent);
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@ -61,7 +72,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestLayerVisibilityWithAccumulatingProcessor()
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{
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AddStep("bind accumulating processor", () => layer.BindHealthProcessor(new AccumulatingHealthProcessor(1)));
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create(new AccumulatingHealthProcessor(1));
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AddUntilStep("layer is not visible", () => !layer.IsPresent);
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AddStep("set health to 0.10", () => layer.Current.Value = 0.1);
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AddUntilStep("layer is not visible", () => !layer.IsPresent);
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}
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@ -69,7 +81,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestLayerVisibilityWithDrainingProcessor()
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{
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AddStep("bind accumulating processor", () => layer.BindHealthProcessor(new DrainingHealthProcessor(1)));
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create(new DrainingHealthProcessor(0));
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AddStep("set health to 0.10", () => layer.Current.Value = 0.1);
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AddWaitStep("wait for potential fade", 10);
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AddAssert("layer is still visible", () => layer.IsPresent);
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@ -78,6 +90,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestLayerVisibilityWithDifferentOptions()
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{
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create(new DrainingHealthProcessor(0));
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AddStep("set health to 0.10", () => layer.Current.Value = 0.1);
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AddStep("don't show health", () => showHealth.Value = false);
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@ -96,5 +110,16 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddStep("enable FadePlayfieldWhenHealthLow", () => config.SetValue(OsuSetting.FadePlayfieldWhenHealthLow, true));
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AddUntilStep("layer fade is visible", () => layer.IsPresent);
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}
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private class HealthProcessorContainer : Container
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{
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[Cached(typeof(HealthProcessor))]
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private readonly HealthProcessor healthProcessor;
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public HealthProcessorContainer(HealthProcessor healthProcessor)
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{
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this.healthProcessor = healthProcessor;
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}
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}
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}
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}
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|
@ -23,6 +23,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Cached]
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private ScoreProcessor scoreProcessor = new ScoreProcessor();
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[Cached(typeof(HealthProcessor))]
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private HealthProcessor healthProcessor = new DrainingHealthProcessor(0);
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// best way to check without exposing.
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private Drawable hideTarget => hudOverlay.KeyCounter;
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private FillFlowContainer<KeyCounter> keyCounterFlow => hudOverlay.KeyCounter.ChildrenOfType<FillFlowContainer<KeyCounter>>().First();
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@ -143,7 +146,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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AddStep("create overlay", () =>
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{
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hudOverlay = new HUDOverlay(scoreProcessor, null, null, Array.Empty<Mod>());
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hudOverlay = new HUDOverlay(scoreProcessor, null, Array.Empty<Mod>());
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// Add any key just to display the key counter visually.
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hudOverlay.KeyCounter.Add(new KeyCounterKeyboard(Key.Space));
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|
@ -21,6 +21,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Cached]
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private readonly ScoreProcessor scoreProcessor = new ScoreProcessor();
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[Cached(typeof(HealthProcessor))]
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private HealthProcessor healthProcessor = new DrainingHealthProcessor(0);
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[SetUpSteps]
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public void SetUpSteps()
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{
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@ -34,7 +37,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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var drawableRuleset = ruleset.CreateDrawableRulesetWith(beatmap);
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var hudOverlay = new HUDOverlay(scoreProcessor, null, drawableRuleset, Array.Empty<Mod>())
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var hudOverlay = new HUDOverlay(scoreProcessor, drawableRuleset, Array.Empty<Mod>())
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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|
@ -27,6 +27,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Cached]
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private ScoreProcessor scoreProcessor = new ScoreProcessor();
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[Cached(typeof(HealthProcessor))]
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private HealthProcessor healthProcessor = new DrainingHealthProcessor(0);
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private IEnumerable<HUDOverlay> hudOverlays => CreatedDrawables.OfType<HUDOverlay>();
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// best way to check without exposing.
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@ -76,7 +79,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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SetContents(() =>
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{
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hudOverlay = new HUDOverlay(scoreProcessor, null, null, Array.Empty<Mod>());
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hudOverlay = new HUDOverlay(scoreProcessor, null, Array.Empty<Mod>());
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// Add any key just to display the key counter visually.
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hudOverlay.KeyCounter.Add(new KeyCounterKeyboard(Key.Space));
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|
@ -4,11 +4,14 @@
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Testing;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Play.HUD;
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namespace osu.Game.Tests.Visual.Gameplay
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@ -19,6 +22,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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protected override Ruleset CreateRulesetForSkinProvider() => new OsuRuleset();
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[Cached(typeof(HealthProcessor))]
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private HealthProcessor healthProcessor = new DrainingHealthProcessor(0);
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[SetUpSteps]
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public void SetUpSteps()
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{
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@ -28,8 +34,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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});
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AddStep(@"Reset all", delegate
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{
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foreach (var s in healthDisplays)
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s.Current.Value = 1;
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healthProcessor.Health.Value = 1;
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});
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}
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@ -38,23 +43,18 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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AddRepeatStep(@"decrease hp", delegate
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{
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foreach (var healthDisplay in healthDisplays)
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healthDisplay.Current.Value -= 0.08f;
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healthProcessor.Health.Value = 0.08f;
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}, 10);
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AddRepeatStep(@"increase hp without flash", delegate
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{
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foreach (var healthDisplay in healthDisplays)
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healthDisplay.Current.Value += 0.1f;
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healthProcessor.Health.Value = 0.1f;
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}, 3);
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AddRepeatStep(@"increase hp with flash", delegate
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{
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foreach (var healthDisplay in healthDisplays)
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{
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healthDisplay.Current.Value += 0.1f;
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healthDisplay.Flash(new JudgementResult(null, new OsuJudgement()));
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}
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healthProcessor.Health.Value = 0.1f;
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healthProcessor.ApplyResult(new JudgementResult(new HitCircle(), new OsuJudgement()));
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}, 3);
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}
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}
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@ -107,7 +107,7 @@ namespace osu.Game.Screens.Play.HUD
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GlowColour = colours.BlueDarker;
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}
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public override void Flash(JudgementResult result) => Scheduler.AddOnce(flash);
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protected override void Flash(JudgementResult result) => Scheduler.AddOnce(flash);
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private void flash()
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{
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|
@ -39,7 +39,6 @@ namespace osu.Game.Screens.Play.HUD
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private readonly Container boxes;
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private Bindable<bool> fadePlayfieldWhenHealthLow;
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private HealthProcessor healthProcessor;
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public FailingLayer()
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{
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@ -88,18 +87,10 @@ namespace osu.Game.Screens.Play.HUD
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updateState();
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}
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public override void BindHealthProcessor(HealthProcessor processor)
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{
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base.BindHealthProcessor(processor);
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healthProcessor = processor;
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updateState();
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}
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private void updateState()
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{
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// Don't display ever if the ruleset is not using a draining health display.
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var showLayer = healthProcessor is DrainingHealthProcessor && fadePlayfieldWhenHealthLow.Value && ShowHealth.Value;
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var showLayer = HealthProcessor is DrainingHealthProcessor && fadePlayfieldWhenHealthLow.Value && ShowHealth.Value;
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this.FadeTo(showLayer ? 1 : 0, fade_time, Easing.OutQuint);
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}
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|
@ -1,6 +1,7 @@
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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.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Judgements;
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@ -11,26 +12,42 @@ namespace osu.Game.Screens.Play.HUD
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{
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/// <summary>
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/// A container for components displaying the current player health.
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/// Gets bound automatically to the <see cref="HealthProcessor"/> when inserted to <see cref="DrawableRuleset.Overlays"/> hierarchy.
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/// Gets bound automatically to the <see cref="Rulesets.Scoring.HealthProcessor"/> when inserted to <see cref="DrawableRuleset.Overlays"/> hierarchy.
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/// </summary>
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public abstract class HealthDisplay : Container, IHealthDisplay
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public abstract class HealthDisplay : Container
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{
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[Resolved]
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protected HealthProcessor HealthProcessor { get; private set; }
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public Bindable<double> Current { get; } = new BindableDouble(1)
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{
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MinValue = 0,
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MaxValue = 1
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};
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public virtual void Flash(JudgementResult result)
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protected virtual void Flash(JudgementResult result)
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{
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}
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/// <summary>
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/// Bind the tracked fields of <see cref="HealthProcessor"/> to this health display.
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/// </summary>
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public virtual void BindHealthProcessor(HealthProcessor processor)
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[BackgroundDependencyLoader]
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private void load()
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{
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Current.BindTo(processor.Health);
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Current.BindTo(HealthProcessor.Health);
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HealthProcessor.NewJudgement += onNewJudgement;
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}
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private void onNewJudgement(JudgementResult judgement)
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{
|
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if (judgement.IsHit && judgement.Type != HitResult.IgnoreHit) Flash(judgement);
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||||
}
|
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|
||||
protected override void Dispose(bool isDisposing)
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||||
{
|
||||
base.Dispose(isDisposing);
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||||
|
||||
if (HealthProcessor != null)
|
||||
HealthProcessor.NewJudgement -= onNewJudgement;
|
||||
}
|
||||
}
|
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}
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|
@ -1,26 +0,0 @@
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// 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.
|
||||
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
|
||||
namespace osu.Game.Screens.Play.HUD
|
||||
{
|
||||
/// <summary>
|
||||
/// An interface providing a set of methods to update a health display.
|
||||
/// </summary>
|
||||
public interface IHealthDisplay : IDrawable
|
||||
{
|
||||
/// <summary>
|
||||
/// The current health to be displayed.
|
||||
/// </summary>
|
||||
Bindable<double> Current { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Flash the display for a specified result type.
|
||||
/// </summary>
|
||||
/// <param name="result">The result type.</param>
|
||||
void Flash(JudgementResult result);
|
||||
}
|
||||
}
|
@ -3,13 +3,12 @@
|
||||
|
||||
using System;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Skinning;
|
||||
|
||||
namespace osu.Game.Screens.Play.HUD
|
||||
{
|
||||
public class SkinnableHealthDisplay : SkinnableDrawable, IHealthDisplay
|
||||
public class SkinnableHealthDisplay : SkinnableDrawable
|
||||
{
|
||||
public Bindable<double> Current { get; } = new BindableDouble(1)
|
||||
{
|
||||
@ -17,8 +16,6 @@ namespace osu.Game.Screens.Play.HUD
|
||||
MaxValue = 1
|
||||
};
|
||||
|
||||
public void Flash(JudgementResult result) => skinnedCounter?.Flash(result);
|
||||
|
||||
private HealthProcessor processor;
|
||||
|
||||
public void BindHealthProcessor(HealthProcessor processor)
|
||||
@ -36,15 +33,5 @@ namespace osu.Game.Screens.Play.HUD
|
||||
{
|
||||
CentreComponent = false;
|
||||
}
|
||||
|
||||
private IHealthDisplay skinnedCounter;
|
||||
|
||||
protected override void SkinChanged(ISkinSource skin, bool allowFallback)
|
||||
{
|
||||
base.SkinChanged(skin, allowFallback);
|
||||
|
||||
skinnedCounter = Drawable as IHealthDisplay;
|
||||
skinnedCounter?.Current.BindTo(Current);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -47,7 +47,6 @@ namespace osu.Game.Screens.Play
|
||||
public Bindable<bool> ShowHealthbar = new Bindable<bool>(true);
|
||||
|
||||
private readonly ScoreProcessor scoreProcessor;
|
||||
private readonly HealthProcessor healthProcessor;
|
||||
private readonly DrawableRuleset drawableRuleset;
|
||||
private readonly IReadOnlyList<Mod> mods;
|
||||
|
||||
@ -75,10 +74,9 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
private IEnumerable<Drawable> hideTargets => new Drawable[] { visibilityContainer, KeyCounter, topRightElements };
|
||||
|
||||
public HUDOverlay(ScoreProcessor scoreProcessor, HealthProcessor healthProcessor, DrawableRuleset drawableRuleset, IReadOnlyList<Mod> mods)
|
||||
public HUDOverlay(ScoreProcessor scoreProcessor, DrawableRuleset drawableRuleset, IReadOnlyList<Mod> mods)
|
||||
{
|
||||
this.scoreProcessor = scoreProcessor;
|
||||
this.healthProcessor = healthProcessor;
|
||||
this.drawableRuleset = drawableRuleset;
|
||||
this.mods = mods;
|
||||
|
||||
@ -161,9 +159,6 @@ namespace osu.Game.Screens.Play
|
||||
if (scoreProcessor != null)
|
||||
BindScoreProcessor(scoreProcessor);
|
||||
|
||||
if (healthProcessor != null)
|
||||
BindHealthProcessor(healthProcessor);
|
||||
|
||||
if (drawableRuleset != null)
|
||||
{
|
||||
BindDrawableRuleset(drawableRuleset);
|
||||
@ -321,21 +316,6 @@ namespace osu.Game.Screens.Play
|
||||
protected virtual void BindScoreProcessor(ScoreProcessor processor)
|
||||
{
|
||||
AccuracyCounter?.Current.BindTo(processor.Accuracy);
|
||||
|
||||
if (HealthDisplay is IHealthDisplay shd)
|
||||
{
|
||||
processor.NewJudgement += judgement =>
|
||||
{
|
||||
if (judgement.IsHit && judgement.Type != HitResult.IgnoreHit)
|
||||
shd.Flash(judgement);
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void BindHealthProcessor(HealthProcessor processor)
|
||||
{
|
||||
HealthDisplay?.BindHealthProcessor(processor);
|
||||
FailingLayer?.BindHealthProcessor(processor);
|
||||
}
|
||||
|
||||
public bool OnPressed(GlobalAction action)
|
||||
|
@ -208,6 +208,8 @@ namespace osu.Game.Screens.Play
|
||||
HealthProcessor = ruleset.CreateHealthProcessor(playableBeatmap.HitObjects[0].StartTime);
|
||||
HealthProcessor.ApplyBeatmap(playableBeatmap);
|
||||
|
||||
dependencies.CacheAs(HealthProcessor);
|
||||
|
||||
if (!ScoreProcessor.Mode.Disabled)
|
||||
config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode);
|
||||
|
||||
@ -343,7 +345,7 @@ namespace osu.Game.Screens.Play
|
||||
// display the cursor above some HUD elements.
|
||||
DrawableRuleset.Cursor?.CreateProxy() ?? new Container(),
|
||||
DrawableRuleset.ResumeOverlay?.CreateProxy() ?? new Container(),
|
||||
HUDOverlay = new HUDOverlay(ScoreProcessor, HealthProcessor, DrawableRuleset, Mods.Value)
|
||||
HUDOverlay = new HUDOverlay(ScoreProcessor, DrawableRuleset, Mods.Value)
|
||||
{
|
||||
HoldToQuit =
|
||||
{
|
||||
|
@ -16,7 +16,7 @@ using osuTK.Graphics;
|
||||
|
||||
namespace osu.Game.Skinning
|
||||
{
|
||||
public class LegacyHealthDisplay : CompositeDrawable, IHealthDisplay, ISkinnableComponent
|
||||
public class LegacyHealthDisplay : HealthDisplay
|
||||
{
|
||||
private const double epic_cutoff = 0.5;
|
||||
|
||||
@ -28,12 +28,6 @@ namespace osu.Game.Skinning
|
||||
|
||||
private bool isNewStyle;
|
||||
|
||||
public Bindable<double> Current { get; } = new BindableDouble(1)
|
||||
{
|
||||
MinValue = 0,
|
||||
MaxValue = 1
|
||||
};
|
||||
|
||||
public LegacyHealthDisplay(Skin skin)
|
||||
{
|
||||
this.skin = skin;
|
||||
@ -83,7 +77,7 @@ namespace osu.Game.Skinning
|
||||
marker.Position = fill.Position + new Vector2(fill.DrawWidth, isNewStyle ? fill.DrawHeight / 2 : 0);
|
||||
}
|
||||
|
||||
public void Flash(JudgementResult result) => marker.Flash(result);
|
||||
protected override void Flash(JudgementResult result) => marker.Flash(result);
|
||||
|
||||
private static Texture getTexture(Skin skin, string name) => skin.GetTexture($"scorebar-{name}");
|
||||
|
||||
@ -254,7 +248,7 @@ namespace osu.Game.Skinning
|
||||
Main.ScaleTo(1.4f).Then().ScaleTo(1, 200, Easing.Out);
|
||||
}
|
||||
|
||||
public class LegacyHealthPiece : CompositeDrawable, IHealthDisplay
|
||||
public class LegacyHealthPiece : CompositeDrawable
|
||||
{
|
||||
public Bindable<double> Current { get; } = new Bindable<double>();
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user