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

761 lines
32 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.
using System;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.TypeExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Logging;
using osu.Framework.Threading;
using osu.Game.Audio;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Scoring;
using osu.Game.Skinning;
using osu.Game.Configuration;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Objects.Drawables
{
[Cached(typeof(DrawableHitObject))]
public abstract class DrawableHitObject : SkinReloadableDrawable
{
/// <summary>
/// Invoked after this <see cref="DrawableHitObject"/>'s applied <see cref="HitObject"/> has had its defaults applied.
/// </summary>
public event Action<DrawableHitObject> DefaultsApplied;
/// <summary>
/// Invoked after a <see cref="HitObject"/> has been applied to this <see cref="DrawableHitObject"/>.
/// </summary>
public event Action<DrawableHitObject> HitObjectApplied;
/// <summary>
/// The <see cref="HitObject"/> currently represented by this <see cref="DrawableHitObject"/>.
/// </summary>
public HitObject HitObject { get; private set; }
/// <summary>
/// The colour used for various elements of this DrawableHitObject.
/// </summary>
public readonly Bindable<Color4> AccentColour = new Bindable<Color4>(Color4.Gray);
protected PausableSkinnableSound Samples { get; private set; }
public virtual IEnumerable<HitSampleInfo> GetSamples() => HitObject.Samples;
private readonly Lazy<List<DrawableHitObject>> nestedHitObjects = new Lazy<List<DrawableHitObject>>();
public IReadOnlyList<DrawableHitObject> NestedHitObjects => nestedHitObjects.IsValueCreated ? nestedHitObjects.Value : (IReadOnlyList<DrawableHitObject>)Array.Empty<DrawableHitObject>();
/// <summary>
/// Whether this object should handle any user input events.
/// </summary>
public bool HandleUserInput { get; set; } = true;
public override bool PropagatePositionalInputSubTree => HandleUserInput;
public override bool PropagateNonPositionalInputSubTree => HandleUserInput;
/// <summary>
/// Invoked by this or a nested <see cref="DrawableHitObject"/> after a <see cref="JudgementResult"/> has been applied.
/// </summary>
public event Action<DrawableHitObject, JudgementResult> OnNewResult;
/// <summary>
/// Invoked by this or a nested <see cref="DrawableHitObject"/> prior to a <see cref="JudgementResult"/> being reverted.
/// </summary>
public event Action<DrawableHitObject, JudgementResult> OnRevertResult;
/// <summary>
/// Whether a visual indicator should be displayed when a scoring result occurs.
/// </summary>
public virtual bool DisplayResult => true;
/// <summary>
/// Whether this <see cref="DrawableHitObject"/> and all of its nested <see cref="DrawableHitObject"/>s have been judged.
/// </summary>
public bool AllJudged => Judged && NestedHitObjects.All(h => h.AllJudged);
/// <summary>
/// Whether this <see cref="DrawableHitObject"/> has been hit. This occurs if <see cref="Result"/> is hit.
/// Note: This does NOT include nested hitobjects.
/// </summary>
public bool IsHit => Result?.IsHit ?? false;
/// <summary>
/// Whether this <see cref="DrawableHitObject"/> has been judged.
/// Note: This does NOT include nested hitobjects.
/// </summary>
public bool Judged => Result?.HasResult ?? true;
/// <summary>
/// The scoring result of this <see cref="DrawableHitObject"/>.
/// </summary>
public JudgementResult Result { get; private set; }
/// <summary>
/// The relative X position of this hit object for sample playback balance adjustment.
/// </summary>
/// <remarks>
/// This is a range of 0..1 (0 for far-left, 0.5 for centre, 1 for far-right).
/// Dampening is post-applied to ensure the effect is not too intense.
/// </remarks>
protected virtual float SamplePlaybackPosition => 0.5f;
public readonly Bindable<double> StartTimeBindable = new Bindable<double>();
private readonly BindableList<HitSampleInfo> samplesBindable = new BindableList<HitSampleInfo>();
private readonly Bindable<bool> userPositionalHitSounds = new Bindable<bool>();
private readonly Bindable<int> comboIndexBindable = new Bindable<int>();
public override bool RemoveWhenNotAlive => false;
public override bool RemoveCompletedTransforms => false;
protected override bool RequiresChildrenUpdate => true;
public override bool IsPresent => base.IsPresent || (State.Value == ArmedState.Idle && Clock?.CurrentTime >= LifetimeStart);
private readonly Bindable<ArmedState> state = new Bindable<ArmedState>();
public IBindable<ArmedState> State => state;
/// <summary>
/// Whether <see cref="HitObject"/> is currently applied.
/// </summary>
private bool hasHitObjectApplied;
/// <summary>
/// The <see cref="HitObjectLifetimeEntry"/> controlling the lifetime of the currently-attached <see cref="HitObject"/>.
/// </summary>
[CanBeNull]
private HitObjectLifetimeEntry lifetimeEntry;
/// <summary>
/// Creates a new <see cref="DrawableHitObject"/>.
/// </summary>
/// <param name="initialHitObject">
/// The <see cref="HitObject"/> to be initially applied to this <see cref="DrawableHitObject"/>.
/// If <c>null</c>, a hitobject is expected to be later applied via <see cref="Apply"/> (or automatically via pooling).
/// </param>
protected DrawableHitObject([CanBeNull] HitObject initialHitObject = null)
{
HitObject = initialHitObject;
}
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
config.BindWith(OsuSetting.PositionalHitSounds, userPositionalHitSounds);
}
protected override void LoadAsyncComplete()
{
base.LoadAsyncComplete();
if (HitObject != null)
Apply(HitObject, lifetimeEntry);
}
protected override void LoadComplete()
{
base.LoadComplete();
StartTimeBindable.BindValueChanged(_ => updateState(State.Value, true));
comboIndexBindable.BindValueChanged(_ => updateComboColour(), true);
updateState(ArmedState.Idle, true);
}
/// <summary>
/// Applies a new <see cref="HitObject"/> to be represented by this <see cref="DrawableHitObject"/>.
/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/> to apply.</param>
/// <param name="lifetimeEntry">The <see cref="HitObjectLifetimeEntry"/> controlling the lifetime of <paramref name="hitObject"/>.</param>
public void Apply([NotNull] HitObject hitObject, [CanBeNull] HitObjectLifetimeEntry lifetimeEntry)
{
free();
HitObject = hitObject ?? throw new InvalidOperationException($"Cannot apply a null {nameof(HitObject)}.");
this.lifetimeEntry = lifetimeEntry;
if (lifetimeEntry != null)
{
// Transfer lifetime from the entry.
LifetimeStart = lifetimeEntry.LifetimeStart;
LifetimeEnd = lifetimeEntry.LifetimeEnd;
// Copy any existing result from the entry (required for rewind / judgement revert).
Result = lifetimeEntry.Result;
}
// Ensure this DHO has a result.
Result ??= CreateResult(HitObject.CreateJudgement())
?? throw new InvalidOperationException($"{GetType().ReadableName()} must provide a {nameof(JudgementResult)} through {nameof(CreateResult)}.");
// Copy back the result to the entry for potential future retrieval.
if (lifetimeEntry != null)
lifetimeEntry.Result = Result;
foreach (var h in HitObject.NestedHitObjects)
{
var drawableNested = CreateNestedHitObject(h) ?? throw new InvalidOperationException($"{nameof(CreateNestedHitObject)} returned null for {h.GetType().ReadableName()}.");
drawableNested.OnNewResult += onNewResult;
drawableNested.OnRevertResult += onRevertResult;
drawableNested.ApplyCustomUpdateState += onApplyCustomUpdateState;
nestedHitObjects.Value.Add(drawableNested);
AddNestedHitObject(drawableNested);
}
StartTimeBindable.BindTo(HitObject.StartTimeBindable);
if (HitObject is IHasComboInformation combo)
comboIndexBindable.BindTo(combo.ComboIndexBindable);
samplesBindable.BindTo(HitObject.SamplesBindable);
samplesBindable.BindCollectionChanged(onSamplesChanged, true);
HitObject.DefaultsApplied += onDefaultsApplied;
OnApply(hitObject);
HitObjectApplied?.Invoke(this);
// If not loaded, the state update happens in LoadComplete(). Otherwise, the update is scheduled to allow for lifetime updates.
if (IsLoaded)
Schedule(() => updateState(ArmedState.Idle, true));
hasHitObjectApplied = true;
}
/// <summary>
/// Removes the currently applied <see cref="HitObject"/>
/// </summary>
private void free()
{
if (!hasHitObjectApplied)
return;
StartTimeBindable.UnbindFrom(HitObject.StartTimeBindable);
if (HitObject is IHasComboInformation combo)
comboIndexBindable.UnbindFrom(combo.ComboIndexBindable);
samplesBindable.UnbindFrom(HitObject.SamplesBindable);
// When a new hitobject is applied, the samples will be cleared before re-populating.
// In order to stop this needless update, the event is unbound and re-bound as late as possible in Apply().
samplesBindable.CollectionChanged -= onSamplesChanged;
if (nestedHitObjects.IsValueCreated)
{
foreach (var obj in nestedHitObjects.Value)
{
obj.OnNewResult -= onNewResult;
obj.OnRevertResult -= onRevertResult;
obj.ApplyCustomUpdateState -= onApplyCustomUpdateState;
}
nestedHitObjects.Value.Clear();
ClearNestedHitObjects();
}
HitObject.DefaultsApplied -= onDefaultsApplied;
OnFree(HitObject);
HitObject = null;
lifetimeEntry = null;
hasHitObjectApplied = false;
}
protected sealed override void FreeAfterUse()
{
base.FreeAfterUse();
// Freeing while not in a pool would cause the DHO to not be usable elsewhere in the hierarchy without being re-applied.
if (!IsInPool)
return;
free();
}
/// <summary>
/// Invoked for this <see cref="DrawableHitObject"/> to take on any values from a newly-applied <see cref="HitObject"/>.
/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/> being applied.</param>
protected virtual void OnApply(HitObject hitObject)
{
}
/// <summary>
/// Invoked for this <see cref="DrawableHitObject"/> to revert any values previously taken on from the currently-applied <see cref="HitObject"/>.
/// </summary>
/// <param name="hitObject">The currently-applied <see cref="HitObject"/>.</param>
protected virtual void OnFree(HitObject hitObject)
{
}
/// <summary>
/// Invoked by the base <see cref="DrawableHitObject"/> to populate samples, once on initial load and potentially again on any change to the samples collection.
/// </summary>
protected virtual void LoadSamples()
{
if (Samples != null)
{
RemoveInternal(Samples);
Samples = null;
}
var samples = GetSamples().ToArray();
if (samples.Length <= 0)
return;
if (HitObject.SampleControlPoint == null)
{
throw new InvalidOperationException($"{nameof(HitObject)}s must always have an attached {nameof(HitObject.SampleControlPoint)}."
+ $" This is an indication that {nameof(HitObject.ApplyDefaults)} has not been invoked on {this}.");
}
Samples = new PausableSkinnableSound(samples.Select(s => HitObject.SampleControlPoint.ApplyTo(s)));
AddInternal(Samples);
}
private void onSamplesChanged(object sender, NotifyCollectionChangedEventArgs e) => LoadSamples();
private void onNewResult(DrawableHitObject drawableHitObject, JudgementResult result) => OnNewResult?.Invoke(drawableHitObject, result);
private void onRevertResult(DrawableHitObject drawableHitObject, JudgementResult result) => OnRevertResult?.Invoke(drawableHitObject, result);
private void onApplyCustomUpdateState(DrawableHitObject drawableHitObject, ArmedState state) => ApplyCustomUpdateState?.Invoke(drawableHitObject, state);
private void onDefaultsApplied(HitObject hitObject)
{
Apply(hitObject, lifetimeEntry);
DefaultsApplied?.Invoke(this);
}
/// <summary>
/// Invoked by the base <see cref="DrawableHitObject"/> to add nested <see cref="DrawableHitObject"/>s to the hierarchy.
/// </summary>
/// <param name="hitObject">The <see cref="DrawableHitObject"/> to be added.</param>
protected virtual void AddNestedHitObject(DrawableHitObject hitObject)
{
}
/// <summary>
/// Invoked by the base <see cref="DrawableHitObject"/> to remove all previously-added nested <see cref="DrawableHitObject"/>s.
/// </summary>
protected virtual void ClearNestedHitObjects()
{
}
/// <summary>
/// Creates the drawable representation for a nested <see cref="HitObject"/>.
/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/>.</param>
/// <returns>The drawable representation for <paramref name="hitObject"/>.</returns>
protected virtual DrawableHitObject CreateNestedHitObject(HitObject hitObject) => null;
#region State / Transform Management
/// <summary>
/// Invoked by this or a nested <see cref="DrawableHitObject"/> to apply a custom state that can override the default implementation.
/// </summary>
public event Action<DrawableHitObject, ArmedState> ApplyCustomUpdateState;
protected override void ClearInternal(bool disposeChildren = true) => throw new InvalidOperationException($"Should never clear a {nameof(DrawableHitObject)}");
private void updateState(ArmedState newState, bool force = false)
{
if (State.Value == newState && !force)
return;
LifetimeEnd = double.MaxValue;
double transformTime = HitObject.StartTime - InitialLifetimeOffset;
base.ApplyTransformsAt(double.MinValue, true);
base.ClearTransformsAfter(double.MinValue, true);
using (BeginAbsoluteSequence(transformTime, true))
UpdateInitialTransforms();
using (BeginAbsoluteSequence(StateUpdateTime, true))
UpdateStartTimeStateTransforms();
#pragma warning disable 618
using (BeginAbsoluteSequence(StateUpdateTime + (Result?.TimeOffset ?? 0), true))
UpdateStateTransforms(newState);
#pragma warning restore 618
using (BeginAbsoluteSequence(HitStateUpdateTime, true))
UpdateHitStateTransforms(newState);
state.Value = newState;
if (LifetimeEnd == double.MaxValue && (state.Value != ArmedState.Idle || HitObject.HitWindows == null))
Expire();
// apply any custom state overrides
ApplyCustomUpdateState?.Invoke(this, newState);
if (!force && newState == ArmedState.Hit)
PlaySamples();
}
/// <summary>
/// Apply (generally fade-in) transforms leading into the <see cref="HitObject"/> start time.
/// The local drawable hierarchy is recursively delayed to <see cref="LifetimeStart"/> for convenience.
///
/// By default this will fade in the object from zero with no duration.
/// </summary>
/// <remarks>
/// This is called once before every <see cref="UpdateStateTransforms"/>. This is to ensure a good state in the case
/// the <see cref="JudgementResult.TimeOffset"/> was negative and potentially altered the pre-hit transforms.
/// </remarks>
protected virtual void UpdateInitialTransforms()
{
this.FadeInFromZero();
}
/// <summary>
/// Apply transforms based on the current <see cref="ArmedState"/>. Previous states are automatically cleared.
/// In the case of a non-idle <see cref="ArmedState"/>, and if <see cref="Drawable.LifetimeEnd"/> was not set during this call, <see cref="Drawable.Expire"/> will be invoked.
/// </summary>
/// <param name="state">The new armed state.</param>
[Obsolete("Use UpdateStartTimeStateTransforms and UpdateHitStateTransforms instead")] // Can be removed 20210504
protected virtual void UpdateStateTransforms(ArmedState state)
{
}
/// <summary>
/// Apply passive transforms at the <see cref="HitObject"/>'s StartTime.
/// This is called each time <see cref="State"/> changes.
/// Previous states are automatically cleared.
/// </summary>
protected virtual void UpdateStartTimeStateTransforms()
{
}
/// <summary>
/// Apply transforms based on the current <see cref="ArmedState"/>. This call is offset by <see cref="HitStateUpdateTime"/> (HitObject.EndTime + Result.Offset), equivalent to when the user hit the object.
/// If <see cref="Drawable.LifetimeEnd"/> was not set during this call, <see cref="Drawable.Expire"/> will be invoked.
/// Previous states are automatically cleared.
/// </summary>
/// <param name="state">The new armed state.</param>
protected virtual void UpdateHitStateTransforms(ArmedState state)
{
}
public override void ClearTransformsAfter(double time, bool propagateChildren = false, string targetMember = null)
{
// Parent calls to this should be blocked for safety, as we are manually handling this in updateState.
}
public override void ApplyTransformsAt(double time, bool propagateChildren = false)
{
// Parent calls to this should be blocked for safety, as we are manually handling this in updateState.
}
#endregion
protected sealed override void SkinChanged(ISkinSource skin, bool allowFallback)
{
base.SkinChanged(skin, allowFallback);
updateComboColour();
ApplySkin(skin, allowFallback);
if (IsLoaded)
updateState(State.Value, true);
}
private void updateComboColour()
{
if (!(HitObject is IHasComboInformation)) return;
var comboColours = CurrentSkin.GetConfig<GlobalSkinColours, IReadOnlyList<Color4>>(GlobalSkinColours.ComboColours)?.Value;
AccentColour.Value = GetComboColour(comboColours);
}
/// <summary>
/// Called to retrieve the combo colour. Automatically assigned to <see cref="AccentColour"/>.
/// Defaults to using <see cref="IHasComboInformation.ComboIndex"/> to decide on a colour.
/// </summary>
/// <remarks>
/// This will only be called if the <see cref="HitObject"/> implements <see cref="IHasComboInformation"/>.
/// </remarks>
/// <param name="comboColours">A list of combo colours provided by the beatmap or skin. Can be null if not available.</param>
protected virtual Color4 GetComboColour(IReadOnlyList<Color4> comboColours)
{
if (!(HitObject is IHasComboInformation combo))
throw new InvalidOperationException($"{nameof(HitObject)} must implement {nameof(IHasComboInformation)}");
return comboColours?.Count > 0 ? comboColours[combo.ComboIndex % comboColours.Count] : Color4.White;
}
/// <summary>
/// Called when a change is made to the skin.
/// </summary>
/// <param name="skin">The new skin.</param>
/// <param name="allowFallback">Whether fallback to default skin should be allowed if the custom skin is missing this resource.</param>
protected virtual void ApplySkin(ISkinSource skin, bool allowFallback)
{
}
/// <summary>
/// Calculate the position to be used for sample playback at a specified X position (0..1).
/// </summary>
/// <param name="position">The lookup X position. Generally should be <see cref="SamplePlaybackPosition"/>.</param>
/// <returns></returns>
protected double CalculateSamplePlaybackBalance(double position)
{
const float balance_adjust_amount = 0.4f;
return balance_adjust_amount * (userPositionalHitSounds.Value ? position - 0.5f : 0);
}
/// <summary>
/// Plays all the hit sounds for this <see cref="DrawableHitObject"/>.
/// This is invoked automatically when this <see cref="DrawableHitObject"/> is hit.
/// </summary>
public virtual void PlaySamples()
{
if (Samples != null)
{
Samples.Balance.Value = CalculateSamplePlaybackBalance(SamplePlaybackPosition);
Samples.Play();
}
}
/// <summary>
/// Stops playback of all relevant samples. Generally only looping samples should be stopped by this, and the rest let to play out.
/// Automatically called when <see cref="DrawableHitObject{TObject}"/>'s lifetime has been exceeded.
/// </summary>
public virtual void StopAllSamples()
{
if (Samples?.Looping == true)
Samples.Stop();
}
protected override void Update()
{
base.Update();
if (Result != null && Result.HasResult)
{
var endTime = HitObject.GetEndTime();
if (Result.TimeOffset + endTime > Time.Current)
{
OnRevertResult?.Invoke(this, Result);
Result.TimeOffset = 0;
Result.Type = HitResult.None;
updateState(ArmedState.Idle);
}
}
}
public override bool UpdateSubTreeMasking(Drawable source, RectangleF maskingBounds) => false;
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
UpdateResult(false);
}
/// <summary>
/// Schedules an <see cref="Action"/> to this <see cref="DrawableHitObject"/>.
/// </summary>
/// <remarks>
/// Only provided temporarily until hitobject pooling is implemented.
/// </remarks>
protected internal new ScheduledDelegate Schedule(Action action) => base.Schedule(action);
public override double LifetimeStart
{
get => base.LifetimeStart;
set => setLifetime(value, LifetimeEnd);
}
public override double LifetimeEnd
{
get => base.LifetimeEnd;
set => setLifetime(LifetimeStart, value);
}
private void setLifetime(double lifetimeStart, double lifetimeEnd)
{
base.LifetimeStart = lifetimeStart;
base.LifetimeEnd = lifetimeEnd;
if (lifetimeEntry != null)
{
lifetimeEntry.LifetimeStart = lifetimeStart;
lifetimeEntry.LifetimeEnd = lifetimeEnd;
}
}
/// <summary>
/// A safe offset prior to the start time of <see cref="HitObject"/> at which this <see cref="DrawableHitObject"/> may begin displaying contents.
/// By default, <see cref="DrawableHitObject"/>s are assumed to display their contents within 10 seconds prior to the start time of <see cref="HitObject"/>.
/// </summary>
/// <remarks>
/// This is only used as an optimisation to delay the initial update of this <see cref="DrawableHitObject"/> and may be tuned more aggressively if required.
/// It is indirectly used to decide the automatic transform offset provided to <see cref="UpdateInitialTransforms"/>.
/// A more accurate <see cref="LifetimeStart"/> should be set for further optimisation (in <see cref="LoadComplete"/>, for example).
/// </remarks>
protected virtual double InitialLifetimeOffset => 10000;
/// <summary>
/// The time at which state transforms should be applied that line up to <see cref="HitObject"/>'s StartTime.
/// This is used to offset calls to <see cref="UpdateStateTransforms"/>.
/// </summary>
public double StateUpdateTime => HitObject.StartTime;
/// <summary>
/// The time at which judgement dependent state transforms should be applied. This is equivalent of the (end) time of the object, in addition to any judgement offset.
/// This is used to offset calls to <see cref="UpdateHitStateTransforms"/>.
/// </summary>
public double HitStateUpdateTime => Result?.TimeAbsolute ?? HitObject.GetEndTime();
/// <summary>
/// Will be called at least once after this <see cref="DrawableHitObject"/> has become not alive.
/// </summary>
public virtual void OnKilled()
{
foreach (var nested in NestedHitObjects)
nested.OnKilled();
// failsafe to ensure looping samples don't get stuck in a playing state.
// this could occur in a non-frame-stable context where DrawableHitObjects get killed before a SkinnableSound has the chance to be stopped.
StopAllSamples();
UpdateResult(false);
}
/// <summary>
/// Applies the <see cref="Result"/> of this <see cref="DrawableHitObject"/>, notifying responders such as
/// the <see cref="ScoreProcessor"/> of the <see cref="JudgementResult"/>.
/// </summary>
/// <param name="application">The callback that applies changes to the <see cref="JudgementResult"/>.</param>
protected void ApplyResult(Action<JudgementResult> application)
{
if (Result.HasResult)
throw new InvalidOperationException("Cannot apply result on a hitobject that already has a result.");
application?.Invoke(Result);
if (!Result.HasResult)
throw new InvalidOperationException($"{GetType().ReadableName()} applied a {nameof(JudgementResult)} but did not update {nameof(JudgementResult.Type)}.");
// Some (especially older) rulesets use scorable judgements instead of the newer ignorehit/ignoremiss judgements.
// Can be removed 20210328
if (Result.Judgement.MaxResult == HitResult.IgnoreHit)
{
HitResult originalType = Result.Type;
if (Result.Type == HitResult.Miss)
Result.Type = HitResult.IgnoreMiss;
else if (Result.Type >= HitResult.Meh && Result.Type <= HitResult.Perfect)
Result.Type = HitResult.IgnoreHit;
if (Result.Type != originalType)
{
Logger.Log($"{GetType().ReadableName()} applied an invalid hit result ({originalType}) when {nameof(HitResult.IgnoreMiss)} or {nameof(HitResult.IgnoreHit)} is expected.\n"
+ $"This has been automatically adjusted to {Result.Type}, and support will be removed from 2020-03-28 onwards.", level: LogLevel.Important);
}
}
if (!Result.Type.IsValidHitResult(Result.Judgement.MinResult, Result.Judgement.MaxResult))
{
throw new InvalidOperationException(
$"{GetType().ReadableName()} applied an invalid hit result (was: {Result.Type}, expected: [{Result.Judgement.MinResult} ... {Result.Judgement.MaxResult}]).");
}
// Ensure that the judgement is given a valid time offset, because this may not get set by the caller
var endTime = HitObject.GetEndTime();
Result.TimeOffset = Time.Current - endTime;
double missWindow = HitObject.HitWindows.WindowFor(HitResult.Miss);
if (missWindow > 0)
Result.TimeOffset = Math.Min(Result.TimeOffset, missWindow);
if (Result.HasResult)
updateState(Result.IsHit ? ArmedState.Hit : ArmedState.Miss);
OnNewResult?.Invoke(this, Result);
}
/// <summary>
/// Processes this <see cref="DrawableHitObject"/>, checking if a scoring result has occurred.
/// </summary>
/// <param name="userTriggered">Whether the user triggered this process.</param>
/// <returns>Whether a scoring result has occurred from this <see cref="DrawableHitObject"/> or any nested <see cref="DrawableHitObject"/>.</returns>
protected bool UpdateResult(bool userTriggered)
{
// It's possible for input to get into a bad state when rewinding gameplay, so results should not be processed
if (Time.Elapsed < 0)
return false;
if (Judged)
return false;
var endTime = HitObject.GetEndTime();
CheckForResult(userTriggered, Time.Current - endTime);
return Judged;
}
/// <summary>
/// Checks if a scoring result has occurred for this <see cref="DrawableHitObject"/>.
/// </summary>
/// <remarks>
/// If a scoring result has occurred, this method must invoke <see cref="ApplyResult"/> to update the result and notify responders.
/// </remarks>
/// <param name="userTriggered">Whether the user triggered this check.</param>
/// <param name="timeOffset">The offset from the end time of the <see cref="HitObject"/> at which this check occurred.
/// A <paramref name="timeOffset"/> &gt; 0 implies that this check occurred after the end time of the <see cref="HitObject"/>. </param>
protected virtual void CheckForResult(bool userTriggered, double timeOffset)
{
}
/// <summary>
/// Creates the <see cref="JudgementResult"/> that represents the scoring result for this <see cref="DrawableHitObject"/>.
/// </summary>
/// <param name="judgement">The <see cref="Judgement"/> that provides the scoring information.</param>
protected virtual JudgementResult CreateResult(Judgement judgement) => new JudgementResult(HitObject, judgement);
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (HitObject != null)
HitObject.DefaultsApplied -= onDefaultsApplied;
}
}
public abstract class DrawableHitObject<TObject> : DrawableHitObject
where TObject : HitObject
{
public new TObject HitObject => (TObject)base.HitObject;
protected DrawableHitObject(TObject hitObject)
: base(hitObject)
{
}
}
}