// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using System.Collections.Generic; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Audio.Sample; using osu.Game.Rulesets.Judgements; using Container = osu.Framework.Graphics.Containers.Container; using osu.Game.Rulesets.Objects.Types; using OpenTK.Graphics; using osu.Game.Audio; using System.Linq; namespace osu.Game.Rulesets.Objects.Drawables { public abstract class DrawableHitObject : Container { public readonly HitObject HitObject; /// /// The colour used for various elements of this DrawableHitObject. /// public virtual Color4 AccentColour { get; set; } = Color4.Gray; protected DrawableHitObject(HitObject hitObject) { HitObject = hitObject; } } public abstract class DrawableHitObject : DrawableHitObject where TObject : HitObject { public new readonly TObject HitObject; protected DrawableHitObject(TObject hitObject) : base(hitObject) { HitObject = hitObject; } } public abstract class DrawableHitObject : DrawableHitObject where TObject : HitObject where TJudgement : Judgement { public event Action> OnJudgement; public override bool HandleInput => Interactive; public bool Interactive = true; public TJudgement Judgement; protected List Samples = new List(); protected DrawableHitObject(TObject hitObject) : base(hitObject) { } private ArmedState state; public ArmedState State { get { return state; } set { if (state == value) return; state = value; if (!IsLoaded) return; UpdateState(state); if (State == ArmedState.Hit) PlaySamples(); } } protected void PlaySamples() { Samples.ForEach(s => s?.Play()); } protected override void LoadComplete() { base.LoadComplete(); //force application of the state that was set before we loaded. UpdateState(State); } /// /// Whether this hit object and all of its nested hit objects have been judged. /// public bool Judged => (Judgement?.Result ?? HitResult.None) != HitResult.None && (NestedHitObjects?.All(h => h.Judged) ?? true); /// /// Process a hit of this hitobject. Carries out judgement. /// /// Whether a hit was processed. protected bool UpdateJudgement(bool userTriggered) { if (Judgement == null) return false; var partial = Judgement as IPartialJudgement; // Never re-process non-partial hits if (Judgement.Result != HitResult.None && partial == null) return false; // Update the judgement state double endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime; Judgement.TimeOffset = Time.Current - endTime; // Update the judgement state bool hadResult = Judgement.Result != HitResult.None; CheckJudgement(userTriggered); // Don't process judgements with no result if (Judgement.Result == HitResult.None) return false; // Don't process judgements that previously had results but the results were unchanged if (hadResult && partial?.Changed != true) return false; switch (Judgement.Result) { default: State = ArmedState.Hit; break; case HitResult.Miss: State = ArmedState.Miss; break; } OnJudgement?.Invoke(this); if (partial != null) partial.Changed = false; return true; } protected virtual void CheckJudgement(bool userTriggered) { if (NestedHitObjects != null) { foreach (var d in NestedHitObjects) d.CheckJudgement(userTriggered); } } protected override void UpdateAfterChildren() { base.UpdateAfterChildren(); UpdateJudgement(false); } [BackgroundDependencyLoader] private void load(AudioManager audio) { foreach (SampleInfo sample in HitObject.Samples) { SampleChannel channel = audio.Sample.Get($@"Gameplay/{sample.Bank}-{sample.Name}"); if (channel == null) continue; channel.Volume.Value = sample.Volume; Samples.Add(channel); } //we may be setting a custom judgement in test cases or what not. if (Judgement == null) Judgement = CreateJudgement(); } private List> nestedHitObjects; protected IEnumerable> NestedHitObjects => nestedHitObjects; protected virtual void AddNested(DrawableHitObject h) { if (nestedHitObjects == null) nestedHitObjects = new List>(); h.OnJudgement += d => OnJudgement?.Invoke(d); nestedHitObjects.Add(h); } protected abstract TJudgement CreateJudgement(); protected abstract void UpdateState(ArmedState state); } }