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3f8dfc7cb0
Without this change, when the `Judged` value is checked on an
`HitObjectLifetimeEntry` it would return `true` if a `DrawableHitObject`
has not yet been associated with the entry. Which is completely wrong.
Of note, the usage in `DrawableHitObject` will have never fallen through
to this incorrect value as they always have a result populated:
f26f001e1d/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs (L721-L726)
123 lines
4.9 KiB
C#
123 lines
4.9 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 System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Performance;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects.Drawables;
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namespace osu.Game.Rulesets.Objects
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{
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/// <summary>
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/// A <see cref="LifetimeEntry"/> that stores the lifetime for a <see cref="HitObject"/>.
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/// </summary>
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public class HitObjectLifetimeEntry : LifetimeEntry
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{
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/// <summary>
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/// The <see cref="HitObject"/>.
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/// </summary>
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public readonly HitObject HitObject;
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/// <summary>
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/// The list of <see cref="HitObjectLifetimeEntry"/> for the <see cref="HitObject"/>'s nested objects (if any).
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/// </summary>
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public List<HitObjectLifetimeEntry> NestedEntries { get; internal set; } = new List<HitObjectLifetimeEntry>();
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/// <summary>
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/// The result that <see cref="HitObject"/> was judged with.
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/// This is set by the accompanying <see cref="DrawableHitObject"/>, and reused when required for rewinding.
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/// </summary>
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internal JudgementResult? Result;
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/// <summary>
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/// Whether <see cref="HitObject"/> has been judged.
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/// Note: This does NOT include nested hitobjects.
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/// </summary>
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public bool Judged => Result?.HasResult ?? false;
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/// <summary>
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/// Whether <see cref="HitObject"/> and all of its nested objects have been judged.
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/// </summary>
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public bool AllJudged => Judged && NestedEntries.All(h => h.AllJudged);
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private readonly IBindable<double> startTimeBindable = new BindableDouble();
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internal event Action? RevertResult;
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/// <summary>
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/// Creates a new <see cref="HitObjectLifetimeEntry"/>.
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/// </summary>
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/// <param name="hitObject">The <see cref="HitObject"/> to store the lifetime of.</param>
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public HitObjectLifetimeEntry(HitObject hitObject)
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{
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HitObject = hitObject;
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startTimeBindable.BindTo(HitObject.StartTimeBindable);
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startTimeBindable.BindValueChanged(_ => SetInitialLifetime(), true);
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// Subscribe to this event before the DrawableHitObject so that the local callback is invoked before the entry is re-applied as a result of DefaultsApplied.
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// This way, the DrawableHitObject can use OnApply() to overwrite the LifetimeStart that was set inside setInitialLifetime().
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HitObject.DefaultsApplied += _ => SetInitialLifetime();
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}
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// The lifetime, as set by the hitobject.
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private double realLifetimeStart = double.MinValue;
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private double realLifetimeEnd = double.MaxValue;
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// This method is called even if `start == LifetimeStart` when `KeepAlive` is true (necessary to update `realLifetimeStart`).
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protected override void SetLifetimeStart(double start)
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{
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realLifetimeStart = start;
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if (!keepAlive)
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base.SetLifetimeStart(start);
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}
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protected override void SetLifetimeEnd(double end)
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{
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realLifetimeEnd = end;
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if (!keepAlive)
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base.SetLifetimeEnd(end);
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}
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private bool keepAlive;
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/// <summary>
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/// Whether the <see cref="HitObject"/> should be kept always alive.
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/// </summary>
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internal bool KeepAlive
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{
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set
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{
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if (keepAlive == value)
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return;
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keepAlive = value;
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if (keepAlive)
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SetLifetime(double.MinValue, double.MaxValue);
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else
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SetLifetime(realLifetimeStart, realLifetimeEnd);
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}
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}
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/// <summary>
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/// A safe offset prior to the start time of <see cref="HitObject"/> at which it may begin displaying contents.
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/// By default, <see cref="HitObject"/>s are assumed to display their contents within 10 seconds prior to their start time.
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/// </summary>
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/// <remarks>
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/// This is only used as an optimisation to delay the initial application of the <see cref="HitObject"/> to a <see cref="DrawableHitObject"/>.
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/// A more accurate <see cref="LifetimeEntry.LifetimeStart"/> should be set on the hit object application, for further optimisation.
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/// </remarks>
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protected virtual double InitialLifetimeOffset => 10000;
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/// <summary>
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/// Set <see cref="LifetimeEntry.LifetimeStart"/> using <see cref="InitialLifetimeOffset"/>.
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/// </summary>
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internal void SetInitialLifetime() => LifetimeStart = HitObject.StartTime - InitialLifetimeOffset;
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internal void OnRevertResult() => RevertResult?.Invoke();
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}
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}
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