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8b542e5442
This change pulls back a significant degree of overspecialisation and rigidity in the class structure of `HitWindows` to make subsequent changes to hit windows, whose purpose is to improve replay playback accuracy, possible to do cleanly. Notably: - `HitWindows` is full abstract now. In a few use cases, and as a reference for ruleset implementors, `DefaultHitWindows` is provided as a separate class instead. This fixes the weirdness wherein `HitWindows` always declared 6 fields for result types but some of them would never be set to a non-zero value or read. - `HitWindow.GetRanges()` is deleted because it is overspecialised and prevents being able to adjust hitwindows by ±0.5ms cleanly which will be required later. The fallout of this is that the assertion that used `GetRanges()` in the `HitWindows` ctor must use something else now, and the closest thing to it was `GetAllAvailableWindows()`, which didn't return the miss window - so I made it return the miss window and fixed the one consumer that didn't want it (bar hit error meter) to skip it. - Diff also contains some clean-up around `DifficultyRange` to unify handling of it.
239 lines
7.2 KiB
C#
239 lines
7.2 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Events;
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using osu.Framework.Input.States;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Utility.SampleComponents;
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using osuTK;
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namespace osu.Game.Screens.Utility
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{
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public partial class CircleGameplay : LatencySampleComponent
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{
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private int nextLocation;
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private readonly List<HitEvent> hitEvents = new List<HitEvent>();
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private double? lastGeneratedBeatTime;
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private Container circles = null!;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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InternalChildren = new Drawable[]
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{
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circles = new Container
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{
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RelativeSizeAxes = Axes.Both,
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},
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};
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SampleBPM.BindValueChanged(_ =>
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{
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circles.Clear();
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lastGeneratedBeatTime = null;
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});
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}
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protected override void UpdateAtLimitedRate(InputState inputState)
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{
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double beatLength = 60000 / SampleBPM.Value;
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int nextBeat = (int)(Clock.CurrentTime / beatLength) + 1;
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// We want to generate a few hit objects ahead of the current time (to allow them to animate).
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double generateUpTo = (nextBeat + 2) * beatLength;
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while (lastGeneratedBeatTime == null || lastGeneratedBeatTime < generateUpTo)
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{
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double time = ++nextBeat * beatLength;
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if (time <= lastGeneratedBeatTime)
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continue;
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newBeat(time);
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lastGeneratedBeatTime = time;
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}
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}
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private void newBeat(double time)
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{
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nextLocation++;
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Vector2 location;
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float adjust = SampleVisualSpacing.Value * 0.25f;
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float spacingLow = 0.5f - adjust;
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float spacingHigh = 0.5f + adjust;
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switch (nextLocation % 4)
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{
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default:
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location = new Vector2(spacingLow, spacingLow);
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break;
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case 1:
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location = new Vector2(spacingHigh, spacingHigh);
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break;
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case 2:
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location = new Vector2(spacingHigh, spacingLow);
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break;
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case 3:
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location = new Vector2(spacingLow, spacingHigh);
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break;
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}
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circles.Add(new SampleHitCircle(time)
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{
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RelativePositionAxes = Axes.Both,
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Position = location,
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Hit = hit,
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});
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}
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private void hit(HitEvent h)
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{
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hitEvents.Add(h);
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}
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public partial class SampleHitCircle : LatencySampleComponent
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{
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public HitEvent? HitEvent;
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public Action<HitEvent>? Hit { get; set; }
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public readonly double HitTime;
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private CircularContainer approach = null!;
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private Circle circle = null!;
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private const float size = 100;
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private const float duration = 200;
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos)
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=> circle.ReceivePositionalInputAt(screenSpacePos);
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public SampleHitCircle(double hitTime)
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{
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HitTime = hitTime;
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Origin = Anchor.Centre;
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AutoSizeAxes = Axes.Both;
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AlwaysPresent = true;
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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InternalChildren = new Drawable[]
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{
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circle = new Circle
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{
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Colour = OverlayColourProvider.Content1,
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Size = new Vector2(size),
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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approach = new CircularContainer
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{
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BorderColour = colours.Blue,
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Size = new Vector2(size),
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Masking = true,
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BorderThickness = 4,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Children = new Drawable[]
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{
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new Box
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{
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Alpha = 0,
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AlwaysPresent = true,
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RelativeSizeAxes = Axes.Both,
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},
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}
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},
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};
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}
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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if (HitEvent != null)
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return false;
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if (Math.Abs(Clock.CurrentTime - HitTime) > duration)
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return false;
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attemptHit();
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return true;
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}
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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if (!IsActive.Value)
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return false;
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if (Math.Abs(Clock.CurrentTime - HitTime) > duration)
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return false;
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if (IsHovered)
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attemptHit();
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return base.OnKeyDown(e);
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}
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protected override void UpdateAtLimitedRate(InputState inputState)
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{
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if (HitEvent == null)
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{
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double preempt = (float)IBeatmapDifficultyInfo.DifficultyRange(SampleApproachRate.Value, 1800, 1200, 450);
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approach.Scale = new Vector2(1 + 4 * (float)Math.Clamp((HitTime - Clock.CurrentTime) / preempt, 0, 100));
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Alpha = (float)Math.Clamp((Clock.CurrentTime - HitTime + 600) / 400, 0, 1);
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if (Clock.CurrentTime > HitTime + duration)
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Expire();
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}
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}
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private void attemptHit() => Schedule(() =>
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{
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if (HitEvent != null)
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return;
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// in case it was hit outside of display range, show immediately
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// so the user isn't confused.
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this.FadeIn();
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approach.Expire();
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circle
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.FadeOut(duration)
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.ScaleTo(1.5f, duration);
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HitEvent = new HitEvent(Clock.CurrentTime - HitTime, 1.0, HitResult.Good, new HitObject
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{
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HitWindows = new DefaultHitWindows(),
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}, null, null);
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Hit?.Invoke(HitEvent.Value);
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this.Delay(duration).Expire();
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});
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}
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}
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}
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