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810 lines
35 KiB
C#
810 lines
35 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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#nullable disable
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using System;
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using System.Collections.Generic;
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using System.Collections.Specialized;
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using System.Diagnostics;
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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.ListExtensions;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Extensions.TypeExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Lists;
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using osu.Framework.Threading;
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using osu.Framework.Utils;
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using osu.Game.Audio;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects.Pooling;
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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.Rulesets.UI;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning;
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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 partial class DrawableHitObject : PoolableDrawableWithLifetime<HitObjectLifetimeEntry>, IAnimationTimeReference
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{
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/// <summary>
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/// Invoked after this <see cref="DrawableHitObject"/>'s applied <see cref="HitObject"/> has had its defaults applied.
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/// </summary>
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public event Action<DrawableHitObject> DefaultsApplied;
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/// <summary>
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/// Invoked after a <see cref="HitObject"/> has been applied to this <see cref="DrawableHitObject"/>.
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/// </summary>
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public event Action<DrawableHitObject> HitObjectApplied;
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/// <summary>
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/// The <see cref="HitObject"/> currently represented by this <see cref="DrawableHitObject"/>.
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/// </summary>
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public HitObject HitObject => Entry?.HitObject;
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/// <summary>
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/// The parenting <see cref="DrawableHitObject"/>, if any.
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/// </summary>
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[CanBeNull]
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protected internal DrawableHitObject ParentHitObject { get; internal set; }
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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 PausableSkinnableSound Samples { get; private set; }
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public virtual IEnumerable<HitSampleInfo> GetSamples() => HitObject.Samples;
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private readonly List<DrawableHitObject> nestedHitObjects = new List<DrawableHitObject>();
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public SlimReadOnlyListWrapper<DrawableHitObject> NestedHitObjects => nestedHitObjects.AsSlimReadOnly();
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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 by this or a nested <see cref="DrawableHitObject"/> after a <see cref="JudgementResult"/> has been applied.
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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 by this or a nested <see cref="DrawableHitObject"/> prior to a <see cref="JudgementResult"/> being reverted.
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/// </summary>
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/// <remarks>
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/// This is only invoked if this <see cref="DrawableHitObject"/> is alive when the result is reverted.
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/// </remarks>
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public event Action<DrawableHitObject, JudgementResult> OnRevertResult;
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/// <summary>
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/// Invoked when a new nested hit object is created by <see cref="CreateNestedHitObject" />.
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/// </summary>
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internal event Action<DrawableHitObject> OnNestedDrawableCreated;
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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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/// The scoring result of this <see cref="DrawableHitObject"/>.
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/// </summary>
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public JudgementResult Result => Entry?.Result;
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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 => Entry?.Judged ?? false;
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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 => Entry?.AllJudged ?? false;
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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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public readonly Bindable<double> StartTimeBindable = new Bindable<double>();
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private readonly BindableList<HitSampleInfo> samplesBindable = new BindableList<HitSampleInfo>();
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private readonly Bindable<int> comboIndexBindable = new Bindable<int>();
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private readonly IBindable<float> positionalHitsoundsLevel = new Bindable<float>();
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private readonly IBindable<float> comboColourBrightness = new Bindable<float>();
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private readonly Bindable<int> comboIndexWithOffsetsBindable = new Bindable<int>();
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protected override bool RequiresChildrenUpdate => true;
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public override bool IsPresent => base.IsPresent || (State.Value == ArmedState.Idle && Clock.IsNotNull() && Clock.CurrentTime >= LifetimeStart);
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private readonly Bindable<ArmedState> state = new Bindable<ArmedState>();
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/// <summary>
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/// The state of this <see cref="DrawableHitObject"/>.
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/// </summary>
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/// <remarks>
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/// For pooled hitobjects, <see cref="ApplyCustomUpdateState"/> is recommended to be used instead for better editor/rewinding support.
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/// </remarks>
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public IBindable<ArmedState> State => state;
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[Resolved(CanBeNull = true)]
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private IPooledHitObjectProvider pooledObjectProvider { get; set; }
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/// <summary>
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/// Whether the initialization logic in <see cref="Playfield" /> has applied.
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/// </summary>
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internal bool IsInitialized;
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/// <summary>
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/// The minimum allowable volume for sample playback.
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/// <see cref="Samples"/> quieter than that will be forcibly played at this volume instead.
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/// </summary>
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/// <remarks>
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/// <para>
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/// Drawable hitobjects adding their own custom samples, or other sample playback sources
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/// (i.e. <see cref="GameplaySampleTriggerSource"/>) must enforce this themselves.
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/// </para>
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/// <para>
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/// This sample volume floor is present in stable, although it is set at 8% rather than 5%.
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/// See: https://github.com/peppy/osu-stable-reference/blob/3ea48705eb67172c430371dcfc8a16a002ed0d3d/osu!/Audio/AudioEngine.cs#L1070,
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/// https://github.com/peppy/osu-stable-reference/blob/3ea48705eb67172c430371dcfc8a16a002ed0d3d/osu!/Audio/AudioEngine.cs#L1404-L1405.
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/// The reason why it is 5% here is that the 8% cap was enforced in a silent manner
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/// (i.e. the minimum selectable volume in the editor was 5%, but it would be played at 8% anyways),
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/// which is confusing and arbitrary, so we're just doing 5% here at the cost of sacrificing strict parity.
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/// </para>
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/// </remarks>
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public const int MINIMUM_SAMPLE_VOLUME = 5;
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/// <summary>
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/// Creates a new <see cref="DrawableHitObject"/>.
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/// </summary>
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/// <param name="initialHitObject">
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/// The <see cref="HitObject"/> to be initially applied to this <see cref="DrawableHitObject"/>.
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/// If <c>null</c>, a hitobject is expected to be later applied via <see cref="PoolableDrawableWithLifetime{TEntry}.Apply"/> (or automatically via pooling).
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/// </param>
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protected DrawableHitObject([CanBeNull] HitObject initialHitObject = null)
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{
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if (initialHitObject == null) return;
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Entry = new SyntheticHitObjectEntry(initialHitObject);
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ensureEntryHasResult();
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}
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[BackgroundDependencyLoader]
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private void load(IGameplaySettings gameplaySettings, ISkinSource skinSource)
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{
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positionalHitsoundsLevel.BindTo(gameplaySettings.PositionalHitsoundsLevel);
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comboColourBrightness.BindTo(gameplaySettings.ComboColourNormalisationAmount);
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// Explicit non-virtual function call in case a DrawableHitObject overrides AddInternal.
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base.AddInternal(Samples = new PausableSkinnableSound
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{
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MinimumSampleVolume = MINIMUM_SAMPLE_VOLUME
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});
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CurrentSkin = skinSource;
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CurrentSkin.SourceChanged += skinSourceChanged;
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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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skinChanged();
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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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comboIndexBindable.BindValueChanged(_ => UpdateComboColour());
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comboIndexWithOffsetsBindable.BindValueChanged(_ => UpdateComboColour(), true);
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comboColourBrightness.BindValueChanged(_ => UpdateComboColour());
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// Apply transforms
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updateStateFromResult();
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}
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/// <summary>
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/// Applies a new <see cref="HitObject"/> to be represented by this <see cref="DrawableHitObject"/>.
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/// A new <see cref="HitObjectLifetimeEntry"/> is automatically created and applied to this <see cref="DrawableHitObject"/>.
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/// </summary>
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public void Apply([NotNull] HitObject hitObject)
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{
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ArgumentNullException.ThrowIfNull(hitObject);
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Apply(new SyntheticHitObjectEntry(hitObject));
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}
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protected sealed override void OnApply(HitObjectLifetimeEntry entry)
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{
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Debug.Assert(Entry != null);
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// LifetimeStart is already computed using HitObjectLifetimeEntry's InitialLifetimeOffset.
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// We override this with DHO's InitialLifetimeOffset for a non-pooled DHO.
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if (entry is SyntheticHitObjectEntry)
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LifetimeStart = HitObject.StartTime - InitialLifetimeOffset;
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ensureEntryHasResult();
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entry.RevertResult += onRevertResult;
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foreach (var h in HitObject.NestedHitObjects)
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{
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var pooledDrawableNested = pooledObjectProvider?.GetPooledDrawableRepresentation(h, this);
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var drawableNested = pooledDrawableNested
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?? CreateNestedHitObject(h)
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?? throw new InvalidOperationException($"{nameof(CreateNestedHitObject)} returned null for {h.GetType().ReadableName()}.");
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// Only invoke the event for non-pooled DHOs, otherwise the event will be fired by the playfield.
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if (pooledDrawableNested == null)
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OnNestedDrawableCreated?.Invoke(drawableNested);
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drawableNested.OnNewResult += onNewResult;
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drawableNested.OnRevertResult += onNestedRevertResult;
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drawableNested.ApplyCustomUpdateState += onApplyCustomUpdateState;
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// This is only necessary for non-pooled DHOs. For pooled DHOs, this is handled inside GetPooledDrawableRepresentation().
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// Must be done before the nested DHO is added to occur before the nested Apply()!
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drawableNested.ParentHitObject = this;
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nestedHitObjects.Add(drawableNested);
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// assume that synthetic entries are not pooled and therefore need to be managed from within the DHO.
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// this is important for the correctness of value of flags such as `AllJudged`.
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if (drawableNested.Entry is SyntheticHitObjectEntry syntheticNestedEntry)
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Entry.NestedEntries.Add(syntheticNestedEntry);
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AddNestedHitObject(drawableNested);
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}
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StartTimeBindable.BindTo(HitObject.StartTimeBindable);
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if (HitObject is IHasComboInformation combo)
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{
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comboIndexBindable.BindTo(combo.ComboIndexBindable);
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comboIndexWithOffsetsBindable.BindTo(combo.ComboIndexWithOffsetsBindable);
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}
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samplesBindable.BindTo(HitObject.SamplesBindable);
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samplesBindable.BindCollectionChanged(onSamplesChanged, true);
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HitObject.DefaultsApplied += onDefaultsApplied;
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OnApply();
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HitObjectApplied?.Invoke(this);
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// If not loaded, the state update happens in LoadComplete().
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if (IsLoaded)
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{
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updateStateFromResult();
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// Combo colour may have been applied via a bindable flow while no object entry was attached.
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// Update here to ensure we're in a good state.
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UpdateComboColour();
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}
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}
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private void updateStateFromResult()
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{
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if (Result.IsHit)
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UpdateState(ArmedState.Hit, true);
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else if (Result.HasResult)
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UpdateState(ArmedState.Miss, true);
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else
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UpdateState(ArmedState.Idle, true);
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}
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protected sealed override void OnFree(HitObjectLifetimeEntry entry)
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{
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Debug.Assert(Entry != null);
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StartTimeBindable.UnbindFrom(HitObject.StartTimeBindable);
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if (HitObject is IHasComboInformation combo)
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{
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comboIndexBindable.UnbindFrom(combo.ComboIndexBindable);
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comboIndexWithOffsetsBindable.UnbindFrom(combo.ComboIndexWithOffsetsBindable);
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}
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samplesBindable.UnbindFrom(HitObject.SamplesBindable);
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// When a new hitobject is applied, the samples will be cleared before re-populating.
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// In order to stop this needless update, the event is unbound and re-bound as late as possible in Apply().
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samplesBindable.CollectionChanged -= onSamplesChanged;
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// Release the samples for other hitobjects to use.
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Samples?.ClearSamples();
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foreach (var obj in nestedHitObjects)
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{
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obj.OnNewResult -= onNewResult;
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obj.OnRevertResult -= onNestedRevertResult;
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obj.ApplyCustomUpdateState -= onApplyCustomUpdateState;
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}
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nestedHitObjects.Clear();
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// clean up synthetic entries manually added in `Apply()`.
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Entry.NestedEntries.RemoveAll(nestedEntry => nestedEntry is SyntheticHitObjectEntry);
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ClearNestedHitObjects();
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// Changes to `HitObject` properties trigger default application, which triggers `State` updates.
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// When a new hitobject is applied, `OnApply()` automatically performs a state update.
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HitObject.DefaultsApplied -= onDefaultsApplied;
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entry.RevertResult -= onRevertResult;
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OnFree();
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ParentHitObject = null;
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clearExistingStateTransforms();
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}
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/// <summary>
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/// Invoked for this <see cref="DrawableHitObject"/> to take on any values from a newly-applied <see cref="HitObject"/>.
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/// This is also fired after any changes which occurred via an <see cref="osu.Game.Rulesets.Objects.HitObject.ApplyDefaults"/> call.
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/// </summary>
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protected virtual void OnApply()
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{
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}
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/// <summary>
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/// Invoked for this <see cref="DrawableHitObject"/> to revert any values previously taken on from the currently-applied <see cref="HitObject"/>.
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/// This is also fired after any changes which occurred via an <see cref="osu.Game.Rulesets.Objects.HitObject.ApplyDefaults"/> call.
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/// </summary>
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protected virtual void OnFree()
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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 populate samples, once on initial load and potentially again on any change to the samples collection.
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/// </summary>
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protected virtual void LoadSamples()
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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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Samples.Samples = samples.Cast<ISampleInfo>().ToArray();
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}
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private void onSamplesChanged(object sender, NotifyCollectionChangedEventArgs e) => LoadSamples();
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private void onNewResult(DrawableHitObject drawableHitObject, JudgementResult result) => OnNewResult?.Invoke(drawableHitObject, result);
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private void onRevertResult()
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{
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UpdateState(ArmedState.Idle);
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OnRevertResult?.Invoke(this, Result);
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}
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private void onNestedRevertResult(DrawableHitObject drawableHitObject, JudgementResult result) => OnRevertResult?.Invoke(drawableHitObject, result);
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private void onApplyCustomUpdateState(DrawableHitObject drawableHitObject, ArmedState state) => ApplyCustomUpdateState?.Invoke(drawableHitObject, state);
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private void onDefaultsApplied(HitObject hitObject)
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{
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Debug.Assert(Entry != null);
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Apply(Entry);
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// Applied defaults indicate a change in hit object state.
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// We need to update the judgement result time to the new end time
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// and update state to ensure the hit object fades out at the correct time.
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if (Result is not null)
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{
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Result.TimeOffset = 0;
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UpdateState(State.Value, true);
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}
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DefaultsApplied?.Invoke(this);
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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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/// Invoked by this or a nested <see cref="DrawableHitObject"/> to apply a custom state that 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) =>
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// See sample addition in load method.
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throw new InvalidOperationException(
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$"Should never clear a {nameof(DrawableHitObject)} as the base implementation adds components. If attempting to use {nameof(InternalChild)} or {nameof(InternalChildren)}, using {nameof(AddInternal)} or {nameof(AddRangeInternal)} instead.");
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protected 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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clearExistingStateTransforms();
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double initialTransformsTime = HitObject.StartTime - InitialLifetimeOffset;
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AnimationStartTime.Value = initialTransformsTime;
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using (BeginAbsoluteSequence(initialTransformsTime))
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UpdateInitialTransforms();
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using (BeginAbsoluteSequence(StateUpdateTime))
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UpdateStartTimeStateTransforms();
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using (BeginAbsoluteSequence(HitStateUpdateTime))
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UpdateHitStateTransforms(newState);
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state.Value = newState;
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if (LifetimeEnd == double.MaxValue && (state.Value != ArmedState.Idle || HitObject.HitWindows == null))
|
|
LifetimeEnd = Math.Max(LatestTransformEndTime, HitStateUpdateTime + (Samples?.Length ?? 0));
|
|
|
|
// apply any custom state overrides
|
|
ApplyCustomUpdateState?.Invoke(this, newState);
|
|
|
|
if (!force && newState == ArmedState.Hit)
|
|
PlaySamples();
|
|
}
|
|
|
|
private void clearExistingStateTransforms()
|
|
{
|
|
base.ApplyTransformsAt(double.MinValue, true);
|
|
|
|
// has to call this method directly (not ClearTransforms) to bypass the local ClearTransformsAfter override.
|
|
base.ClearTransformsAfter(double.MinValue, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reapplies the current <see cref="ArmedState"/>.
|
|
/// </summary>
|
|
public void RefreshStateTransforms() => UpdateState(State.Value, true);
|
|
|
|
/// <summary>
|
|
/// Apply (generally fade-in) transforms leading into the <see cref="HitObject"/> start time.
|
|
/// By default, this will fade in the object from zero with no duration.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This is called once before every <see cref="UpdateHitStateTransforms"/>. 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 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
|
|
|
|
#region Skinning
|
|
|
|
protected ISkinSource CurrentSkin { get; private set; }
|
|
|
|
private void skinSourceChanged() => Scheduler.AddOnce(skinChanged);
|
|
|
|
private void skinChanged()
|
|
{
|
|
UpdateComboColour();
|
|
|
|
ApplySkin(CurrentSkin, true);
|
|
|
|
if (IsLoaded)
|
|
UpdateState(State.Value, true);
|
|
}
|
|
|
|
protected void UpdateComboColour()
|
|
{
|
|
if (!(HitObject is IHasComboInformation combo)) return;
|
|
|
|
Color4 colour = combo.GetComboColour(CurrentSkin);
|
|
|
|
// Normalise the combo colour to the given brightness level.
|
|
if (comboColourBrightness.Value != 0)
|
|
{
|
|
colour = Interpolation.ValueAt(Math.Abs(comboColourBrightness.Value), colour, new HSPAColour(colour) { P = 0.6f }.ToColor4(), 0, 1);
|
|
}
|
|
|
|
AccentColour.Value = colour;
|
|
}
|
|
|
|
/// <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>
|
|
protected double CalculateSamplePlaybackBalance(double position)
|
|
{
|
|
float balanceAdjustAmount = positionalHitsoundsLevel.Value * 2;
|
|
double returnedValue = balanceAdjustAmount * (position - 0.5f);
|
|
|
|
// Rounded to reduce the overhead of audio adjustments (which are currently bindable heavy).
|
|
// Balance is very hard to perceive in small increments anyways.
|
|
return Math.Round(returnedValue, 2);
|
|
}
|
|
|
|
/// <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();
|
|
}
|
|
|
|
#endregion
|
|
|
|
public override bool UpdateSubTreeMasking() => 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);
|
|
|
|
/// <summary>
|
|
/// An 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>
|
|
/// The initial transformation (<see cref="UpdateInitialTransforms"/>) starts at this offset before the start time of <see cref="HitObject"/>.
|
|
/// </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="UpdateStartTimeStateTransforms"/>.
|
|
/// </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);
|
|
}
|
|
|
|
protected void ApplyMaxResult() => ApplyResult((r, _) => r.Type = r.Judgement.MaxResult);
|
|
protected void ApplyMinResult() => ApplyResult((r, _) => r.Type = r.Judgement.MinResult);
|
|
|
|
protected void ApplyResult(HitResult type) => ApplyResult(static (result, state) => result.Type = state, type);
|
|
|
|
[Obsolete("Use overload with state, preferrably with static delegates to avoid allocation overhead.")] // Can be removed 2024-07-26
|
|
protected void ApplyResult(Action<JudgementResult> application) => ApplyResult((r, _) => application(r), this);
|
|
|
|
protected void ApplyResult(Action<JudgementResult, DrawableHitObject> application) => ApplyResult(application, this);
|
|
|
|
/// <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"/>. Using a `static` delegate is recommended to avoid allocation overhead.</param>
|
|
/// <param name="state">
|
|
/// Use this parameter to pass any data that <paramref name="application"/> requires
|
|
/// to apply a result, so that it can remain a `static` delegate and thus not allocate.
|
|
/// </param>
|
|
protected void ApplyResult<T>(Action<JudgementResult, T> application, T state)
|
|
{
|
|
if (Result.HasResult)
|
|
throw new InvalidOperationException("Cannot apply result on a hitobject that already has a result.");
|
|
|
|
application?.Invoke(Result, state);
|
|
|
|
if (!Result.HasResult)
|
|
throw new InvalidOperationException($"{GetType().ReadableName()} applied a {nameof(JudgementResult)} but did not update {nameof(JudgementResult.Type)}.");
|
|
|
|
HitResultExtensions.ValidateHitResultPair(Result.Judgement.MaxResult, Result.Judgement.MinResult);
|
|
|
|
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}]).");
|
|
}
|
|
|
|
Result.RawTime = Time.Current;
|
|
Result.GameplayRate = (Clock as IGameplayClock)?.GetTrueGameplayRate() ?? Clock.Rate;
|
|
|
|
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 ((Clock as IGameplayClock)?.IsRewinding == true)
|
|
return false;
|
|
|
|
if (Judged)
|
|
return false;
|
|
|
|
CheckForResult(userTriggered, Time.Current - HitObject.GetEndTime());
|
|
|
|
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{T}"/> 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);
|
|
|
|
private void ensureEntryHasResult()
|
|
{
|
|
Debug.Assert(Entry != null);
|
|
Entry.Result ??= CreateResult(HitObject.Judgement)
|
|
?? throw new InvalidOperationException($"{GetType().ReadableName()} must provide a {nameof(JudgementResult)} through {nameof(CreateResult)}.");
|
|
}
|
|
|
|
protected override void Dispose(bool isDisposing)
|
|
{
|
|
base.Dispose(isDisposing);
|
|
|
|
if (HitObject != null)
|
|
HitObject.DefaultsApplied -= onDefaultsApplied;
|
|
|
|
if (CurrentSkin != null)
|
|
CurrentSkin.SourceChanged -= skinSourceChanged;
|
|
|
|
// Safeties against shooting in foot in cases where these are bound by external entities (like playfield) that don't clean up.
|
|
OnNestedDrawableCreated = null;
|
|
OnNewResult = null;
|
|
OnRevertResult = null;
|
|
DefaultsApplied = null;
|
|
HitObjectApplied = null;
|
|
}
|
|
|
|
public Bindable<double> AnimationStartTime { get; } = new BindableDouble();
|
|
}
|
|
|
|
public abstract partial class DrawableHitObject<TObject> : DrawableHitObject
|
|
where TObject : HitObject
|
|
{
|
|
public new TObject HitObject => (TObject)base.HitObject;
|
|
|
|
protected DrawableHitObject([CanBeNull] TObject hitObject)
|
|
: base(hitObject)
|
|
{
|
|
}
|
|
}
|
|
}
|