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refactor: move count logic in InputTrigger

This will allow us to keep track of the real count regardless of whether
the key counter has been placed mid-replay or not.
This commit is contained in:
tsrk 2023-06-14 19:39:28 +02:00
parent 758831b983
commit e9ef270e46
No known key found for this signature in database
GPG Key ID: EBD46BB3049B56D6
2 changed files with 32 additions and 29 deletions

View File

@ -1,6 +1,7 @@
// 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;
namespace osu.Game.Screens.Play.HUD
@ -25,13 +26,38 @@ namespace osu.Game.Screens.Play.HUD
public event OnActivateCallback? OnActivate;
public event OnDeactivateCallback? OnDeactivate;
private readonly Bindable<int> activationCount = new BindableInt();
private readonly Bindable<bool> isCounting = new BindableBool(true);
/// <summary>
/// Number of times this <see cref="InputTrigger"/> has been activated.
/// </summary>
public IBindable<int> ActivationCount => activationCount;
/// <summary>
/// Whether any activation or deactivation of this <see cref="InputTrigger"/> impacts its <see cref="ActivationCount"/>
/// </summary>
public IBindable<bool> IsCounting => isCounting;
protected InputTrigger(string name)
{
Name = name;
}
protected void Activate(bool forwardPlayback = true) => OnActivate?.Invoke(forwardPlayback);
protected void Activate(bool forwardPlayback = true)
{
if (forwardPlayback && isCounting.Value)
activationCount.Value++;
protected void Deactivate(bool forwardPlayback = true) => OnDeactivate?.Invoke(forwardPlayback);
OnActivate?.Invoke(forwardPlayback);
}
protected void Deactivate(bool forwardPlayback = true)
{
if (!forwardPlayback && isCounting.Value)
activationCount.Value--;
OnDeactivate?.Invoke(forwardPlayback);
}
}
}

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@ -22,15 +22,10 @@ namespace osu.Game.Screens.Play.HUD
/// </summary>
public Bindable<bool> IsCounting { get; } = new BindableBool(true);
private readonly Bindable<int> countPresses = new BindableInt
{
MinValue = 0
};
/// <summary>
/// The current count of registered key presses.
/// </summary>
public IBindable<int> CountPresses => countPresses;
public IBindable<int> CountPresses => Trigger.ActivationCount;
private readonly Container content;
@ -49,46 +44,28 @@ namespace osu.Game.Screens.Play.HUD
{
RelativeSizeAxes = Axes.Both
},
Trigger = trigger,
};
Trigger = trigger;
Trigger.OnActivate += Activate;
Trigger.OnDeactivate += Deactivate;
}
private void increment()
{
if (!IsCounting.Value)
return;
countPresses.Value++;
}
private void decrement()
{
if (!IsCounting.Value)
return;
countPresses.Value--;
}
protected virtual void Activate(bool forwardPlayback = true)
{
IsActive.Value = true;
if (forwardPlayback)
increment();
}
protected virtual void Deactivate(bool forwardPlayback = true)
{
IsActive.Value = false;
if (!forwardPlayback)
decrement();
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
Trigger.OnActivate -= Activate;
Trigger.OnDeactivate -= Deactivate;
}