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Expose balance and sample loading methods in DrawableHitObject

This commit is contained in:
Dean Herbert 2020-07-22 16:37:24 +09:00
parent 3ed40d3a6b
commit ac602846df

View File

@ -126,7 +126,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
if (Result == null)
throw new InvalidOperationException($"{GetType().ReadableName()} must provide a {nameof(JudgementResult)} through {nameof(CreateResult)}.");
loadSamples();
LoadSamples();
}
protected override void LoadComplete()
@ -145,14 +145,14 @@ namespace osu.Game.Rulesets.Objects.Drawables
}
samplesBindable = HitObject.SamplesBindable.GetBoundCopy();
samplesBindable.CollectionChanged += (_, __) => loadSamples();
samplesBindable.CollectionChanged += (_, __) => LoadSamples();
apply(HitObject);
updateState(ArmedState.Idle, true);
}
private void loadSamples()
protected virtual void LoadSamples()
{
if (Samples != null)
{
@ -353,17 +353,32 @@ namespace osu.Game.Rulesets.Objects.Drawables
[Resolved(canBeNull: true)]
private GameplayClock gameplayClock { get; set; }
/// <summary>
/// Calculate the position to be used for sample playback at a specified X position (0..1).
/// </summary>
/// <param name="position">The lookup X position. Generally should be <see cref="SamplePlaybackPosition"/>.</param>
/// <returns></returns>
protected double CalculateSamplePlaybackBalance(double position)
{
const float balance_adjust_amount = 0.4f;
return balance_adjust_amount * (userPositionalHitSounds.Value ? position - 0.5f : 0);
}
/// <summary>
/// Whether samples should currently be playing. Will be false during seek operations.
/// </summary>
protected bool ShouldPlaySamples => gameplayClock?.IsSeeking != true;
/// <summary>
/// Plays all the hit sounds for this <see cref="DrawableHitObject"/>.
/// This is invoked automatically when this <see cref="DrawableHitObject"/> is hit.
/// </summary>
public virtual void PlaySamples()
{
const float balance_adjust_amount = 0.4f;
if (Samples != null && gameplayClock?.IsSeeking != true)
if (Samples != null && ShouldPlaySamples)
{
Samples.Balance.Value = balance_adjust_amount * (userPositionalHitSounds.Value ? SamplePlaybackPosition - 0.5f : 0);
Samples.Balance.Value = CalculateSamplePlaybackBalance(SamplePlaybackPosition);
Samples.Play();
}
}