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554 lines
22 KiB
C#
554 lines
22 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 JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.TypeExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Threading;
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using osu.Game.Audio;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Skinning;
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using osu.Game.Configuration;
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using osu.Game.Screens.Play;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Objects.Drawables
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{
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[Cached(typeof(DrawableHitObject))]
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public abstract class DrawableHitObject : SkinReloadableDrawable
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{
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public event Action<DrawableHitObject> DefaultsApplied;
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public readonly HitObject HitObject;
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/// <summary>
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/// The colour used for various elements of this DrawableHitObject.
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/// </summary>
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public readonly Bindable<Color4> AccentColour = new Bindable<Color4>(Color4.Gray);
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protected SkinnableSound Samples { get; private set; }
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public virtual IEnumerable<HitSampleInfo> GetSamples() => HitObject.Samples;
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private readonly Lazy<List<DrawableHitObject>> nestedHitObjects = new Lazy<List<DrawableHitObject>>();
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public IReadOnlyList<DrawableHitObject> NestedHitObjects => nestedHitObjects.IsValueCreated ? nestedHitObjects.Value : (IReadOnlyList<DrawableHitObject>)Array.Empty<DrawableHitObject>();
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/// <summary>
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/// Whether this object should handle any user input events.
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/// </summary>
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public bool HandleUserInput { get; set; } = true;
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public override bool PropagatePositionalInputSubTree => HandleUserInput;
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public override bool PropagateNonPositionalInputSubTree => HandleUserInput;
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/// <summary>
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/// Invoked when a <see cref="JudgementResult"/> has been applied by this <see cref="DrawableHitObject"/> or a nested <see cref="DrawableHitObject"/>.
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/// </summary>
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public event Action<DrawableHitObject, JudgementResult> OnNewResult;
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/// <summary>
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/// Invoked when a <see cref="JudgementResult"/> is being reverted by this <see cref="DrawableHitObject"/> or a nested <see cref="DrawableHitObject"/>.
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/// </summary>
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public event Action<DrawableHitObject, JudgementResult> OnRevertResult;
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/// <summary>
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/// Whether a visual indicator should be displayed when a scoring result occurs.
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/// </summary>
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public virtual bool DisplayResult => true;
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/// <summary>
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/// Whether this <see cref="DrawableHitObject"/> and all of its nested <see cref="DrawableHitObject"/>s have been judged.
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/// </summary>
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public bool AllJudged => Judged && NestedHitObjects.All(h => h.AllJudged);
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/// <summary>
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/// Whether this <see cref="DrawableHitObject"/> has been hit. This occurs if <see cref="Result"/> is hit.
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/// Note: This does NOT include nested hitobjects.
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/// </summary>
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public bool IsHit => Result?.IsHit ?? false;
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/// <summary>
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/// Whether this <see cref="DrawableHitObject"/> 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 ?? true;
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/// <summary>
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/// The scoring result of this <see cref="DrawableHitObject"/>.
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/// </summary>
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public JudgementResult Result { get; private set; }
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/// <summary>
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/// The relative X position of this hit object for sample playback balance adjustment.
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/// </summary>
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/// <remarks>
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/// This is a range of 0..1 (0 for far-left, 0.5 for centre, 1 for far-right).
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/// Dampening is post-applied to ensure the effect is not too intense.
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/// </remarks>
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protected virtual float SamplePlaybackPosition => 0.5f;
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private BindableList<HitSampleInfo> samplesBindable;
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private Bindable<double> startTimeBindable;
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private Bindable<bool> userPositionalHitSounds;
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private Bindable<int> comboIndexBindable;
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public override bool RemoveWhenNotAlive => false;
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public override bool RemoveCompletedTransforms => false;
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protected override bool RequiresChildrenUpdate => true;
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public override bool IsPresent => base.IsPresent || (State.Value == ArmedState.Idle && Clock?.CurrentTime >= LifetimeStart);
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private readonly Bindable<ArmedState> state = new Bindable<ArmedState>();
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public IBindable<ArmedState> State => state;
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protected DrawableHitObject([NotNull] HitObject hitObject)
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{
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HitObject = hitObject ?? throw new ArgumentNullException(nameof(hitObject));
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}
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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userPositionalHitSounds = config.GetBindable<bool>(OsuSetting.PositionalHitSounds);
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var judgement = HitObject.CreateJudgement();
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Result = CreateResult(judgement);
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if (Result == null)
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throw new InvalidOperationException($"{GetType().ReadableName()} must provide a {nameof(JudgementResult)} through {nameof(CreateResult)}.");
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LoadSamples();
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}
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protected override void LoadAsyncComplete()
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{
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base.LoadAsyncComplete();
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HitObject.DefaultsApplied += onDefaultsApplied;
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startTimeBindable = HitObject.StartTimeBindable.GetBoundCopy();
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startTimeBindable.BindValueChanged(_ => updateState(State.Value, true));
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if (HitObject is IHasComboInformation combo)
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{
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comboIndexBindable = combo.ComboIndexBindable.GetBoundCopy();
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comboIndexBindable.BindValueChanged(_ => updateComboColour(), true);
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}
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samplesBindable = HitObject.SamplesBindable.GetBoundCopy();
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samplesBindable.CollectionChanged += (_, __) => LoadSamples();
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apply(HitObject);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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updateState(ArmedState.Idle, true);
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}
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protected virtual void LoadSamples()
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{
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if (Samples != null)
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{
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RemoveInternal(Samples);
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Samples = null;
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}
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var samples = GetSamples().ToArray();
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if (samples.Length <= 0)
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return;
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if (HitObject.SampleControlPoint == null)
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{
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throw new InvalidOperationException($"{nameof(HitObject)}s must always have an attached {nameof(HitObject.SampleControlPoint)}."
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+ $" This is an indication that {nameof(HitObject.ApplyDefaults)} has not been invoked on {this}.");
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}
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Samples = new SkinnableSound(samples.Select(s => HitObject.SampleControlPoint.ApplyTo(s)));
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AddInternal(Samples);
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}
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private void onDefaultsApplied(HitObject hitObject)
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{
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apply(hitObject);
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DefaultsApplied?.Invoke(this);
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}
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private void apply(HitObject hitObject)
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{
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if (nestedHitObjects.IsValueCreated)
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{
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nestedHitObjects.Value.Clear();
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ClearNestedHitObjects();
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}
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foreach (var h in hitObject.NestedHitObjects)
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{
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var drawableNested = CreateNestedHitObject(h) ?? throw new InvalidOperationException($"{nameof(CreateNestedHitObject)} returned null for {h.GetType().ReadableName()}.");
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drawableNested.OnNewResult += (d, r) => OnNewResult?.Invoke(d, r);
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drawableNested.OnRevertResult += (d, r) => OnRevertResult?.Invoke(d, r);
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drawableNested.ApplyCustomUpdateState += (d, j) => ApplyCustomUpdateState?.Invoke(d, j);
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nestedHitObjects.Value.Add(drawableNested);
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AddNestedHitObject(drawableNested);
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}
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}
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/// <summary>
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/// Invoked by the base <see cref="DrawableHitObject"/> to add nested <see cref="DrawableHitObject"/>s to the hierarchy.
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/// </summary>
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/// <param name="hitObject">The <see cref="DrawableHitObject"/> to be added.</param>
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protected virtual void AddNestedHitObject(DrawableHitObject hitObject)
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{
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}
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/// <summary>
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/// Invoked by the base <see cref="DrawableHitObject"/> to remove all previously-added nested <see cref="DrawableHitObject"/>s.
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/// </summary>
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protected virtual void ClearNestedHitObjects()
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{
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}
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/// <summary>
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/// Creates the drawable representation for a nested <see cref="HitObject"/>.
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/// </summary>
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/// <param name="hitObject">The <see cref="HitObject"/>.</param>
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/// <returns>The drawable representation for <paramref name="hitObject"/>.</returns>
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protected virtual DrawableHitObject CreateNestedHitObject(HitObject hitObject) => null;
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#region State / Transform Management
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/// <summary>
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/// Bind to apply a custom state which can override the default implementation.
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/// </summary>
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public event Action<DrawableHitObject, ArmedState> ApplyCustomUpdateState;
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protected override void ClearInternal(bool disposeChildren = true) => throw new InvalidOperationException($"Should never clear a {nameof(DrawableHitObject)}");
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private void updateState(ArmedState newState, bool force = false)
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{
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if (State.Value == newState && !force)
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return;
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LifetimeEnd = double.MaxValue;
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double transformTime = HitObject.StartTime - InitialLifetimeOffset;
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base.ApplyTransformsAt(double.MinValue, true);
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base.ClearTransformsAfter(double.MinValue, true);
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using (BeginAbsoluteSequence(transformTime, true))
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{
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UpdateInitialTransforms();
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var judgementOffset = Result?.TimeOffset ?? 0;
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using (BeginDelayedSequence(InitialLifetimeOffset + judgementOffset, true))
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{
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UpdateStateTransforms(newState);
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state.Value = newState;
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}
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}
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if (LifetimeEnd == double.MaxValue && (state.Value != ArmedState.Idle || HitObject.HitWindows == null))
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Expire();
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// apply any custom state overrides
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ApplyCustomUpdateState?.Invoke(this, newState);
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if (newState == ArmedState.Hit)
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PlaySamples();
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}
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/// <summary>
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/// Apply (generally fade-in) transforms leading into the <see cref="HitObject"/> start time.
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/// The local drawable hierarchy is recursively delayed to <see cref="LifetimeStart"/> for convenience.
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///
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/// By default this will fade in the object from zero with no duration.
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/// </summary>
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/// <remarks>
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/// This is called once before every <see cref="UpdateStateTransforms"/>. This is to ensure a good state in the case
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/// the <see cref="JudgementResult.TimeOffset"/> was negative and potentially altered the pre-hit transforms.
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/// </remarks>
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protected virtual void UpdateInitialTransforms()
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{
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this.FadeInFromZero();
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}
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/// <summary>
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/// Apply transforms based on the current <see cref="ArmedState"/>. Previous states are automatically cleared.
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/// 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.
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/// </summary>
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/// <param name="state">The new armed state.</param>
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protected virtual void UpdateStateTransforms(ArmedState state)
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{
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}
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public override void ClearTransformsAfter(double time, bool propagateChildren = false, string targetMember = null)
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{
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// Parent calls to this should be blocked for safety, as we are manually handling this in updateState.
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}
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public override void ApplyTransformsAt(double time, bool propagateChildren = false)
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{
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// Parent calls to this should be blocked for safety, as we are manually handling this in updateState.
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}
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#endregion
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protected sealed override void SkinChanged(ISkinSource skin, bool allowFallback)
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{
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base.SkinChanged(skin, allowFallback);
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updateComboColour();
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ApplySkin(skin, allowFallback);
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if (IsLoaded)
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updateState(State.Value, true);
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}
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private void updateComboColour()
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{
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if (!(HitObject is IHasComboInformation)) return;
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var comboColours = CurrentSkin.GetConfig<GlobalSkinColours, IReadOnlyList<Color4>>(GlobalSkinColours.ComboColours)?.Value;
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AccentColour.Value = GetComboColour(comboColours);
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}
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/// <summary>
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/// Called to retrieve the combo colour. Automatically assigned to <see cref="AccentColour"/>.
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/// Defaults to using <see cref="IHasComboInformation.ComboIndex"/> to decide on a colour.
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/// </summary>
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/// <remarks>
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/// This will only be called if the <see cref="HitObject"/> implements <see cref="IHasComboInformation"/>.
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/// </remarks>
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/// <param name="comboColours">A list of combo colours provided by the beatmap or skin. Can be null if not available.</param>
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protected virtual Color4 GetComboColour(IReadOnlyList<Color4> comboColours)
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{
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if (!(HitObject is IHasComboInformation combo))
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throw new InvalidOperationException($"{nameof(HitObject)} must implement {nameof(IHasComboInformation)}");
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return comboColours?.Count > 0 ? comboColours[combo.ComboIndex % comboColours.Count] : Color4.White;
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}
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/// <summary>
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/// Called when a change is made to the skin.
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/// </summary>
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/// <param name="skin">The new skin.</param>
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/// <param name="allowFallback">Whether fallback to default skin should be allowed if the custom skin is missing this resource.</param>
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protected virtual void ApplySkin(ISkinSource skin, bool allowFallback)
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{
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}
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[Resolved(canBeNull: true)]
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private GameplayClock gameplayClock { get; set; }
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/// <summary>
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/// Calculate the position to be used for sample playback at a specified X position (0..1).
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/// </summary>
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/// <param name="position">The lookup X position. Generally should be <see cref="SamplePlaybackPosition"/>.</param>
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/// <returns></returns>
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protected double CalculateSamplePlaybackBalance(double position)
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{
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const float balance_adjust_amount = 0.4f;
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return balance_adjust_amount * (userPositionalHitSounds.Value ? position - 0.5f : 0);
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}
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/// <summary>
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/// Whether samples should currently be playing. Will be false during seek operations.
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/// </summary>
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protected bool ShouldPlaySamples => gameplayClock?.IsSeeking != true;
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/// <summary>
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/// Plays all the hit sounds for this <see cref="DrawableHitObject"/>.
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/// This is invoked automatically when this <see cref="DrawableHitObject"/> is hit.
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/// </summary>
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public virtual void PlaySamples()
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{
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if (Samples != null && ShouldPlaySamples)
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{
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Samples.Balance.Value = CalculateSamplePlaybackBalance(SamplePlaybackPosition);
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Samples.Play();
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}
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}
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protected override void Update()
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{
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base.Update();
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if (Result != null && Result.HasResult)
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{
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var endTime = HitObject.GetEndTime();
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if (Result.TimeOffset + endTime > Time.Current)
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{
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OnRevertResult?.Invoke(this, Result);
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Result.TimeOffset = 0;
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Result.Type = HitResult.None;
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updateState(ArmedState.Idle);
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}
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}
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}
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public override bool UpdateSubTreeMasking(Drawable source, RectangleF maskingBounds) => false;
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protected override void UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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UpdateResult(false);
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}
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/// <summary>
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/// Schedules an <see cref="Action"/> to this <see cref="DrawableHitObject"/>.
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/// </summary>
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/// <remarks>
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/// Only provided temporarily until hitobject pooling is implemented.
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/// </remarks>
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protected internal new ScheduledDelegate Schedule(Action action) => base.Schedule(action);
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private double? lifetimeStart;
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public override double LifetimeStart
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{
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get => lifetimeStart ?? (HitObject.StartTime - InitialLifetimeOffset);
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set
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{
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lifetimeStart = value;
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base.LifetimeStart = value;
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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 this <see cref="DrawableHitObject"/> may begin displaying contents.
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/// By default, <see cref="DrawableHitObject"/>s are assumed to display their contents within 10 seconds prior to the start time of <see cref="HitObject"/>.
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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 update of this <see cref="DrawableHitObject"/> and may be tuned more aggressively if required.
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/// It is indirectly used to decide the automatic transform offset provided to <see cref="UpdateInitialTransforms"/>.
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/// A more accurate <see cref="LifetimeStart"/> should be set for further optimisation (in <see cref="LoadComplete"/>, for example).
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/// </remarks>
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protected virtual double InitialLifetimeOffset => 10000;
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/// <summary>
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/// Will be called at least once after this <see cref="DrawableHitObject"/> has become not alive.
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/// </summary>
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public virtual void OnKilled()
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{
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foreach (var nested in NestedHitObjects)
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nested.OnKilled();
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UpdateResult(false);
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}
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/// <summary>
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/// Applies the <see cref="Result"/> of this <see cref="DrawableHitObject"/>, notifying responders such as
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/// the <see cref="ScoreProcessor"/> of the <see cref="JudgementResult"/>.
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/// </summary>
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/// <param name="application">The callback that applies changes to the <see cref="JudgementResult"/>.</param>
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protected void ApplyResult(Action<JudgementResult> application)
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{
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application?.Invoke(Result);
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if (!Result.HasResult)
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throw new InvalidOperationException($"{GetType().ReadableName()} applied a {nameof(JudgementResult)} but did not update {nameof(JudgementResult.Type)}.");
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// Ensure that the judgement is given a valid time offset, because this may not get set by the caller
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var endTime = HitObject.GetEndTime();
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Result.TimeOffset = Math.Min(HitObject.HitWindows.WindowFor(HitResult.Miss), Time.Current - endTime);
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switch (Result.Type)
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{
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case HitResult.None:
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break;
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case HitResult.Miss:
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updateState(ArmedState.Miss);
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break;
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default:
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updateState(ArmedState.Hit);
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break;
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}
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OnNewResult?.Invoke(this, Result);
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}
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/// <summary>
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/// Processes this <see cref="DrawableHitObject"/>, checking if a scoring result has occurred.
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/// </summary>
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/// <param name="userTriggered">Whether the user triggered this process.</param>
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/// <returns>Whether a scoring result has occurred from this <see cref="DrawableHitObject"/> or any nested <see cref="DrawableHitObject"/>.</returns>
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protected bool UpdateResult(bool userTriggered)
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{
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// It's possible for input to get into a bad state when rewinding gameplay, so results should not be processed
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if (Time.Elapsed < 0)
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return false;
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if (Judged)
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return false;
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var endTime = HitObject.GetEndTime();
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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"/> > 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);
|
|
HitObject.DefaultsApplied -= onDefaultsApplied;
|
|
}
|
|
}
|
|
|
|
public abstract class DrawableHitObject<TObject> : DrawableHitObject
|
|
where TObject : HitObject
|
|
{
|
|
public new readonly TObject HitObject;
|
|
|
|
protected DrawableHitObject(TObject hitObject)
|
|
: base(hitObject)
|
|
{
|
|
HitObject = hitObject;
|
|
}
|
|
}
|
|
}
|