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osu-lazer/osu.Game/Rulesets/Objects/HitObject.cs
2024-02-16 20:24:02 +03:00

247 lines
10 KiB
C#

// 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.
#nullable disable
using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using System.Threading;
using JetBrains.Annotations;
using Newtonsoft.Json;
using osu.Framework.Bindables;
using osu.Framework.Extensions.ListExtensions;
using osu.Framework.Lists;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Objects
{
/// <summary>
/// A HitObject describes an object in a Beatmap.
/// <para>
/// HitObjects may contain more properties for which you should be checking through the IHas* types.
/// </para>
/// </summary>
public class HitObject
{
/// <summary>
/// A small adjustment to the start time of control points to account for rounding/precision errors.
/// </summary>
private const double control_point_leniency = 1;
/// <summary>
/// Invoked after <see cref="ApplyDefaults"/> has completed on this <see cref="HitObject"/>.
/// </summary>
// TODO: This has no implicit unbind flow. Currently, if a Playfield manages HitObjects it will leave a bound event on this and cause the
// playfield to remain in memory.
public event Action<HitObject> DefaultsApplied;
public readonly Bindable<double> StartTimeBindable = new BindableDouble();
/// <summary>
/// The time at which the HitObject starts.
/// </summary>
public virtual double StartTime
{
get => StartTimeBindable.Value;
set => StartTimeBindable.Value = value;
}
public readonly BindableList<HitSampleInfo> SamplesBindable = new BindableList<HitSampleInfo>();
/// <summary>
/// The samples to be played when this hit object is hit.
/// <para>
/// In the case of <see cref="IHasRepeats"/> types, this is the sample of the curve body
/// and can be treated as the default samples for the hit object.
/// </para>
/// </summary>
public IList<HitSampleInfo> Samples
{
get => SamplesBindable;
set
{
SamplesBindable.Clear();
SamplesBindable.AddRange(value);
}
}
/// <summary>
/// Any samples which may be used by this hit object that are non-standard.
/// This is used only to preload these samples ahead of time.
/// </summary>
public virtual IList<HitSampleInfo> AuxiliarySamples => ImmutableList<HitSampleInfo>.Empty;
/// <summary>
/// Whether this <see cref="HitObject"/> is in Kiai time.
/// </summary>
[JsonIgnore]
public bool Kiai { get; private set; }
/// <summary>
/// The hit windows for this <see cref="HitObject"/>.
/// </summary>
[JsonIgnore]
public HitWindows HitWindows { get; set; }
private readonly List<HitObject> nestedHitObjects = new List<HitObject>();
[JsonIgnore]
public SlimReadOnlyListWrapper<HitObject> NestedHitObjects => nestedHitObjects.AsSlimReadOnly();
/// <summary>
/// Applies default values to this HitObject.
/// </summary>
/// <param name="controlPointInfo">The control points.</param>
/// <param name="difficulty">The difficulty settings to use.</param>
/// <param name="cancellationToken">The cancellation token.</param>
public void ApplyDefaults(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty, CancellationToken cancellationToken = default)
{
ApplyDefaultsToSelf(controlPointInfo, difficulty);
nestedHitObjects.Clear();
CreateNestedHitObjects(cancellationToken);
if (this is IHasComboInformation hasCombo)
{
foreach (HitObject hitObject in nestedHitObjects)
{
if (hitObject is IHasComboInformation n)
{
n.ComboIndexBindable.BindTo(hasCombo.ComboIndexBindable);
n.ComboIndexWithOffsetsBindable.BindTo(hasCombo.ComboIndexWithOffsetsBindable);
n.IndexInCurrentComboBindable.BindTo(hasCombo.IndexInCurrentComboBindable);
}
}
}
nestedHitObjects.Sort((h1, h2) => h1.StartTime.CompareTo(h2.StartTime));
foreach (var h in nestedHitObjects)
h.ApplyDefaults(controlPointInfo, difficulty, cancellationToken);
// `ApplyDefaults()` may be called multiple times on a single hitobject.
// to prevent subscribing to `StartTimeBindable.ValueChanged` multiple times with the same callback,
// remove the previous subscription (if present) before (re-)registering.
StartTimeBindable.ValueChanged -= onStartTimeChanged;
// this callback must be (re-)registered after default application
// to ensure that the read of `this.GetEndTime()` within `onStartTimeChanged` doesn't return an invalid value
// if `StartTimeBindable` is changed prior to default application.
StartTimeBindable.ValueChanged += onStartTimeChanged;
DefaultsApplied?.Invoke(this);
void onStartTimeChanged(ValueChangedEvent<double> time)
{
double offset = time.NewValue - time.OldValue;
foreach (var nested in nestedHitObjects)
nested.StartTime += offset;
}
}
protected virtual void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty)
{
Kiai = controlPointInfo.EffectPointAt(StartTime + control_point_leniency).KiaiMode;
HitWindows ??= CreateHitWindows();
HitWindows?.SetDifficulty(difficulty.OverallDifficulty);
}
protected virtual void CreateNestedHitObjects(CancellationToken cancellationToken)
{
}
protected void AddNested(HitObject hitObject) => nestedHitObjects.Add(hitObject);
/// <summary>
/// The <see cref="Judgement"/> that represents the scoring information for this <see cref="HitObject"/>.
/// </summary>
[JsonIgnore]
public Judgement Judgement => judgement ??= CreateJudgement();
private Judgement judgement;
/// <summary>
/// Creates the <see cref="Judgement"/> that represents the scoring information for this <see cref="HitObject"/>.
/// </summary>
/// <remarks>
/// Use <see cref="Judgement"/> to avoid unnecessary allocations.
/// This method has been left public for compatibility reasons and eventually will be made protected.
/// </remarks>
[NotNull]
public virtual Judgement CreateJudgement() => new Judgement();
/// <summary>
/// Creates the <see cref="HitWindows"/> for this <see cref="HitObject"/>.
/// This can be null to indicate that the <see cref="HitObject"/> has no <see cref="HitWindows"/> and timing errors should not be displayed to the user.
/// <para>
/// This will only be invoked if <see cref="HitWindows"/> hasn't been set externally (e.g. from a <see cref="BeatmapConverter{T}"/>.
/// </para>
/// </summary>
[NotNull]
protected virtual HitWindows CreateHitWindows() => new HitWindows();
/// <summary>
/// The maximum offset from the end time of <see cref="HitObject"/> at which this <see cref="HitObject"/> can be judged.
/// <para>
/// Defaults to the miss window.
/// </para>
/// </summary>
public virtual double MaximumJudgementOffset => HitWindows?.WindowFor(HitResult.Miss) ?? 0;
public IList<HitSampleInfo> CreateSlidingSamples()
{
var slidingSamples = new List<HitSampleInfo>();
var normalSample = Samples.FirstOrDefault(s => s.Name == HitSampleInfo.HIT_NORMAL);
if (normalSample != null)
slidingSamples.Add(normalSample.With("sliderslide"));
var whistleSample = Samples.FirstOrDefault(s => s.Name == HitSampleInfo.HIT_WHISTLE);
if (whistleSample != null)
slidingSamples.Add(whistleSample.With("sliderwhistle"));
return slidingSamples;
}
/// <summary>
/// Create a <see cref="HitSampleInfo"/> based on the sample settings of the first <see cref="HitSampleInfo.HIT_NORMAL"/> sample in <see cref="Samples"/>.
/// If no sample is available, sane default settings will be used instead.
/// </summary>
/// <remarks>
/// In the case an existing sample exists, all settings apart from the sample name will be inherited. This includes volume, bank and suffix.
/// </remarks>
/// <param name="sampleName">The name of the sample.</param>
/// <returns>A populated <see cref="HitSampleInfo"/>.</returns>
public HitSampleInfo CreateHitSampleInfo(string sampleName = HitSampleInfo.HIT_NORMAL)
{
if (Samples.FirstOrDefault(s => s.Name == HitSampleInfo.HIT_NORMAL) is HitSampleInfo existingSample)
return existingSample.With(newName: sampleName);
return new HitSampleInfo(sampleName);
}
}
public static class HitObjectExtensions
{
/// <summary>
/// Returns the end time of this object.
/// </summary>
/// <remarks>
/// This returns the <see cref="IHasDuration.EndTime"/> where available, falling back to <see cref="HitObject.StartTime"/> otherwise.
/// </remarks>
/// <param name="hitObject">The object.</param>
/// <returns>The end time of this object.</returns>
public static double GetEndTime(this HitObject hitObject) => (hitObject as IHasDuration)?.EndTime ?? hitObject.StartTime;
}
}