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osu-lazer/osu.Game/Screens/Play/HUD/HitErrorMeters/HitErrorMeter.cs
2022-06-17 16:37:17 +09:00

106 lines
3.3 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.
#nullable disable
using osu.Framework.Allocation;
using osu.Framework.Graphics.Containers;
using osu.Game.Graphics;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
using osu.Game.Skinning;
using osuTK.Graphics;
namespace osu.Game.Screens.Play.HUD.HitErrorMeters
{
public abstract class HitErrorMeter : CompositeDrawable, ISkinnableDrawable
{
protected HitWindows HitWindows { get; private set; }
[Resolved]
private ScoreProcessor processor { get; set; }
[Resolved]
private OsuColour colours { get; set; }
[Resolved(canBeNull: true)]
private GameplayClockContainer gameplayClockContainer { get; set; }
public bool UsesFixedAnchor { get; set; }
[BackgroundDependencyLoader(true)]
private void load(DrawableRuleset drawableRuleset)
{
HitWindows = drawableRuleset?.FirstAvailableHitWindows ?? HitWindows.Empty;
// This is to allow the visual state to be correct after HUD comes visible after being hidden.
AlwaysPresent = true;
}
protected override void LoadComplete()
{
base.LoadComplete();
if (gameplayClockContainer != null)
gameplayClockContainer.OnSeek += Clear;
processor.NewJudgement += processorNewJudgement;
}
// Scheduled as meter implementations are likely going to change/add drawables when reacting to this.
private void processorNewJudgement(JudgementResult j) => Schedule(() => OnNewJudgement(j));
/// <summary>
/// Fired when a new judgement arrives.
/// </summary>
/// <param name="judgement">The new judgement.</param>
protected abstract void OnNewJudgement(JudgementResult judgement);
protected Color4 GetColourForHitResult(HitResult result)
{
switch (result)
{
case HitResult.SmallTickMiss:
case HitResult.LargeTickMiss:
case HitResult.Miss:
return colours.Red;
case HitResult.Meh:
return colours.Yellow;
case HitResult.Ok:
return colours.Green;
case HitResult.Good:
return colours.GreenLight;
case HitResult.SmallTickHit:
case HitResult.LargeTickHit:
case HitResult.Great:
return colours.Blue;
default:
return colours.BlueLight;
}
}
/// <summary>
/// Invoked by <see cref="GameplayClockContainer.OnSeek"/>.
/// Any inheritors of <see cref="HitErrorMeter"/> should have this method clear their container that displays the hit error results.
/// </summary>
public abstract void Clear();
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (processor != null)
processor.NewJudgement -= processorNewJudgement;
if (gameplayClockContainer != null)
gameplayClockContainer.OnSeek -= Clear;
}
}
}