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osu-lazer/osu.Game/Modes/Objects/Drawables/DrawableHitObject.cs

179 lines
5.5 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using osu.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Game.Beatmaps.Samples;
using osu.Game.Modes.Judgements;
using Container = osu.Framework.Graphics.Containers.Container;
using osu.Game.Modes.Objects.Types;
using OpenTK.Graphics;
namespace osu.Game.Modes.Objects.Drawables
{
public abstract class DrawableHitObject<TJudgement> : Container
where TJudgement : Judgement
{
public override bool HandleInput => Interactive;
public bool Interactive = true;
public TJudgement Judgement;
protected override void LoadComplete()
{
base.LoadComplete();
// We may be setting a custom judgement in test cases or what not
if (Judgement == null)
Judgement = CreateJudgement();
}
protected abstract TJudgement CreateJudgement();
}
public abstract class DrawableHitObject<TObject, TJudgement> : DrawableHitObject<TJudgement>, IStateful<ArmedState>
where TObject : HitObject
where TJudgement : Judgement
{
public event Action<DrawableHitObject<TObject, TJudgement>> OnJudgement;
/// <summary>
/// The colour used for various elements of this DrawableHitObject.
/// </summary>
public Color4 AccentColour { get; protected set; }
public TObject HitObject;
private readonly List<SampleChannel> samples = new List<SampleChannel>();
protected DrawableHitObject(TObject hitObject)
{
HitObject = hitObject;
}
[BackgroundDependencyLoader]
private void load(AudioManager audio)
{
foreach (var bank in HitObject.SampleBanks)
foreach (var sample in bank.Samples)
samples.Add(audio.Sample.Get($@"Gameplay/{sample.Type}-hit{bank.Name}"));
}
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 override void LoadComplete()
{
base.LoadComplete();
// Force application of the state that was set before we loaded
UpdateState(State);
}
/// <summary>
/// Process a hit of this hitobject. Carries out judgement.
/// </summary>
/// <returns>Whether a hit was processed.</returns>
protected bool UpdateJudgement(bool userTriggered)
{
IPartialJudgement 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);
}
protected virtual void PlaySamples()
{
samples.ForEach(s => s?.Play());
}
private List<DrawableHitObject<TObject, TJudgement>> nestedHitObjects;
protected IEnumerable<DrawableHitObject<TObject, TJudgement>> NestedHitObjects => nestedHitObjects;
protected void AddNested(DrawableHitObject<TObject, TJudgement> h)
{
if (nestedHitObjects == null)
nestedHitObjects = new List<DrawableHitObject<TObject, TJudgement>>();
h.OnJudgement += d => OnJudgement?.Invoke(d);
nestedHitObjects.Add(h);
}
protected abstract void UpdateState(ArmedState state);
}
}