mirror of
https://github.com/ppy/osu.git
synced 2024-12-15 20:33:37 +08:00
48832c64ac
It wasn't correctly checking the current underlying health, which could be zero in usages of `AccumulatingHealthProcessor`, for instance. Closes #25046.
138 lines
5.0 KiB
C#
138 lines
5.0 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 osu.Framework.Allocation;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Extensions.ObjectExtensions;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Framework.Threading;
|
|
using osu.Game.Rulesets.Judgements;
|
|
using osu.Game.Rulesets.Scoring;
|
|
using osu.Game.Rulesets.UI;
|
|
|
|
namespace osu.Game.Screens.Play.HUD
|
|
{
|
|
/// <summary>
|
|
/// A container for components displaying the current player health.
|
|
/// Gets bound automatically to the <see cref="Rulesets.Scoring.HealthProcessor"/> when inserted to <see cref="DrawableRuleset.Overlays"/> hierarchy.
|
|
/// </summary>
|
|
public abstract partial class HealthDisplay : CompositeDrawable
|
|
{
|
|
private readonly Bindable<bool> showHealthBar = new Bindable<bool>(true);
|
|
|
|
[Resolved]
|
|
protected HealthProcessor HealthProcessor { get; private set; } = null!;
|
|
|
|
protected virtual bool PlayInitialIncreaseAnimation => true;
|
|
|
|
public Bindable<double> Current { get; } = new BindableDouble
|
|
{
|
|
MinValue = 0,
|
|
MaxValue = 1
|
|
};
|
|
|
|
private BindableNumber<double> health = null!;
|
|
|
|
private ScheduledDelegate? initialIncrease;
|
|
|
|
/// <summary>
|
|
/// Triggered when a <see cref="Judgement"/> is a successful hit, signaling the health display to perform a flash animation (if designed to do so).
|
|
/// Calls to this method are debounced.
|
|
/// </summary>
|
|
protected virtual void Flash()
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Triggered when a <see cref="Judgement"/> resulted in the player losing health.
|
|
/// Calls to this method are debounced.
|
|
/// </summary>
|
|
protected virtual void Miss()
|
|
{
|
|
}
|
|
|
|
[Resolved]
|
|
private HUDOverlay? hudOverlay { get; set; }
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
|
|
HealthProcessor.NewJudgement += onNewJudgement;
|
|
|
|
// Don't bind directly so we can animate the startup procedure.
|
|
health = HealthProcessor.Health.GetBoundCopy();
|
|
health.BindValueChanged(h =>
|
|
{
|
|
finishInitialAnimation();
|
|
Current.Value = h.NewValue;
|
|
});
|
|
|
|
if (hudOverlay != null)
|
|
showHealthBar.BindTo(hudOverlay.ShowHealthBar);
|
|
|
|
// this probably shouldn't be operating on `this.`
|
|
showHealthBar.BindValueChanged(healthBar => this.FadeTo(healthBar.NewValue ? 1 : 0, HUDOverlay.FADE_DURATION, HUDOverlay.FADE_EASING), true);
|
|
|
|
if (PlayInitialIncreaseAnimation)
|
|
startInitialAnimation();
|
|
else
|
|
Current.Value = health.Value;
|
|
}
|
|
|
|
private void startInitialAnimation()
|
|
{
|
|
if (Current.Value >= health.Value)
|
|
return;
|
|
|
|
// TODO: this should run in gameplay time, including showing a larger increase when skipping.
|
|
// TODO: it should also start increasing relative to the first hitobject.
|
|
const double increase_delay = 150;
|
|
|
|
initialIncrease = Scheduler.AddDelayed(() =>
|
|
{
|
|
double newValue = Math.Min(Current.Value + 0.05f, health.Value);
|
|
this.TransformBindableTo(Current, newValue, increase_delay);
|
|
Scheduler.AddOnce(Flash);
|
|
|
|
if (newValue >= health.Value)
|
|
finishInitialAnimation();
|
|
}, increase_delay, true);
|
|
}
|
|
|
|
private void finishInitialAnimation()
|
|
{
|
|
if (initialIncrease == null)
|
|
return;
|
|
|
|
initialIncrease?.Cancel();
|
|
initialIncrease = null;
|
|
|
|
// aside from the repeating `initialIncrease` scheduled task,
|
|
// there may also be a `Current` transform in progress from that schedule.
|
|
// ensure it plays out fully, to prevent changes to `Current.Value` being discarded by the ongoing transform.
|
|
// and yes, this funky `targetMember` spec is seemingly the only way to do this
|
|
// (see: https://github.com/ppy/osu-framework/blob/fe2769171c6e26d1b6fdd6eb7ea8353162fe9065/osu.Framework/Graphics/Transforms/TransformBindable.cs#L21)
|
|
FinishTransforms(targetMember: $"{Current.GetHashCode()}.{nameof(Current.Value)}");
|
|
}
|
|
|
|
private void onNewJudgement(JudgementResult judgement)
|
|
{
|
|
if (judgement.IsHit && judgement.Type != HitResult.IgnoreHit)
|
|
Scheduler.AddOnce(Flash);
|
|
else if (judgement.Judgement.HealthIncreaseFor(judgement) < 0)
|
|
Scheduler.AddOnce(Miss);
|
|
}
|
|
|
|
protected override void Dispose(bool isDisposing)
|
|
{
|
|
base.Dispose(isDisposing);
|
|
|
|
if (HealthProcessor.IsNotNull())
|
|
HealthProcessor.NewJudgement -= onNewJudgement;
|
|
}
|
|
}
|
|
}
|