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