// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Extensions.ObjectExtensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Threading; using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.UI; namespace osu.Game.Screens.Play.HUD { /// /// A container for components displaying the current player health. /// Gets bound automatically to the when inserted to hierarchy. /// public abstract partial class HealthDisplay : CompositeDrawable { private readonly Bindable showHealthBar = new Bindable(true); [Resolved] protected HealthProcessor HealthProcessor { get; private set; } = null!; protected virtual bool PlayInitialIncreaseAnimation => true; public Bindable Current { get; } = new BindableDouble { MinValue = 0, MaxValue = 1 }; private BindableNumber health = null!; private ScheduledDelegate? initialIncrease; /// /// Triggered when a is a successful hit, signaling the health display to perform a flash animation (if designed to do so). /// Calls to this method are debounced. /// protected virtual void Flash() { } /// /// Triggered when a resulted in the player losing health. /// Calls to this method are debounced. /// protected virtual void Miss() { } [Resolved] private HUDOverlay? hudOverlay { get; set; } protected override void LoadComplete() { base.LoadComplete(); HealthProcessor.NewJudgement += onNewJudgement; // Don't bind directly so we can animate the startup procedure. health = HealthProcessor.Health.GetBoundCopy(); health.BindValueChanged(h => { finishInitialAnimation(); Current.Value = h.NewValue; }); if (hudOverlay != null) showHealthBar.BindTo(hudOverlay.ShowHealthBar); // this probably shouldn't be operating on `this.` showHealthBar.BindValueChanged(healthBar => this.FadeTo(healthBar.NewValue ? 1 : 0, HUDOverlay.FADE_DURATION, HUDOverlay.FADE_EASING), true); if (PlayInitialIncreaseAnimation) startInitialAnimation(); else Current.Value = health.Value; } private void startInitialAnimation() { if (Current.Value >= health.Value) return; // TODO: this should run in gameplay time, including showing a larger increase when skipping. // TODO: it should also start increasing relative to the first hitobject. const double increase_delay = 150; initialIncrease = Scheduler.AddDelayed(() => { double newValue = Math.Min(Current.Value + 0.05f, health.Value); this.TransformBindableTo(Current, newValue, increase_delay); Scheduler.AddOnce(Flash); if (newValue >= health.Value) finishInitialAnimation(); }, increase_delay, true); } private void finishInitialAnimation() { if (initialIncrease == null) return; initialIncrease?.Cancel(); initialIncrease = null; // aside from the repeating `initialIncrease` scheduled task, // there may also be a `Current` transform in progress from that schedule. // ensure it plays out fully, to prevent changes to `Current.Value` being discarded by the ongoing transform. // and yes, this funky `targetMember` spec is seemingly the only way to do this // (see: https://github.com/ppy/osu-framework/blob/fe2769171c6e26d1b6fdd6eb7ea8353162fe9065/osu.Framework/Graphics/Transforms/TransformBindable.cs#L21) FinishTransforms(targetMember: $"{Current.GetHashCode()}.{nameof(Current.Value)}"); } private void onNewJudgement(JudgementResult judgement) { if (judgement.IsHit && judgement.Type != HitResult.IgnoreHit) Scheduler.AddOnce(Flash); else if (judgement.Judgement.HealthIncreaseFor(judgement) < 0) Scheduler.AddOnce(Miss); } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); if (HealthProcessor.IsNotNull()) HealthProcessor.NewJudgement -= onNewJudgement; } } }