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osu-lazer/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs
Dean Herbert 894d573fbc
Cache DrawableHitObject for skinnables to access (#5463)
Cache DrawableHitObject for skinnables to access
2019-07-29 18:49:37 +09:00

409 lines
17 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.TypeExtensions;
using osu.Framework.Graphics.Primitives;
using osu.Game.Audio;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Scoring;
using osu.Game.Skinning;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Objects.Drawables
{
[Cached(typeof(DrawableHitObject))]
public abstract class DrawableHitObject : SkinReloadableDrawable
{
public readonly HitObject HitObject;
/// <summary>
/// The colour used for various elements of this DrawableHitObject.
/// </summary>
public readonly Bindable<Color4> AccentColour = new Bindable<Color4>(Color4.Gray);
// Todo: Rulesets should be overriding the resources instead, but we need to figure out where/when to apply overrides first
protected virtual string SampleNamespace => null;
protected SkinnableSound Samples;
protected virtual IEnumerable<HitSampleInfo> GetSamples() => HitObject.Samples;
private readonly Lazy<List<DrawableHitObject>> nestedHitObjects = new Lazy<List<DrawableHitObject>>();
public IEnumerable<DrawableHitObject> NestedHitObjects => nestedHitObjects.IsValueCreated ? nestedHitObjects.Value : Enumerable.Empty<DrawableHitObject>();
/// <summary>
/// Invoked when a <see cref="JudgementResult"/> has been applied by this <see cref="DrawableHitObject"/> or a nested <see cref="DrawableHitObject"/>.
/// </summary>
public event Action<DrawableHitObject, JudgementResult> OnNewResult;
/// <summary>
/// Invoked when a <see cref="JudgementResult"/> is being reverted by this <see cref="DrawableHitObject"/> or a nested <see cref="DrawableHitObject"/>.
/// </summary>
public event Action<DrawableHitObject, JudgementResult> OnRevertResult;
/// <summary>
/// Whether a visual indicator should be displayed when a scoring result occurs.
/// </summary>
public virtual bool DisplayResult => true;
/// <summary>
/// Whether this <see cref="DrawableHitObject"/> and all of its nested <see cref="DrawableHitObject"/>s have been judged.
/// </summary>
public bool AllJudged => Judged && NestedHitObjects.All(h => h.AllJudged);
/// <summary>
/// Whether this <see cref="DrawableHitObject"/> has been hit. This occurs if <see cref="Result"/> is hit.
/// Note: This does NOT include nested hitobjects.
/// </summary>
public bool IsHit => Result?.IsHit ?? false;
/// <summary>
/// Whether this <see cref="DrawableHitObject"/> has been judged.
/// Note: This does NOT include nested hitobjects.
/// </summary>
public bool Judged => Result?.HasResult ?? true;
/// <summary>
/// The scoring result of this <see cref="DrawableHitObject"/>.
/// </summary>
public JudgementResult Result { get; private set; }
private bool judgementOccurred;
public override bool RemoveWhenNotAlive => false;
public override bool RemoveCompletedTransforms => false;
protected override bool RequiresChildrenUpdate => true;
public override bool IsPresent => base.IsPresent || (State.Value == ArmedState.Idle && Clock?.CurrentTime >= LifetimeStart);
private readonly Bindable<ArmedState> state = new Bindable<ArmedState>();
public IBindable<ArmedState> State => state;
protected DrawableHitObject(HitObject hitObject)
{
HitObject = hitObject;
}
[BackgroundDependencyLoader]
private void load()
{
var judgement = HitObject.CreateJudgement();
if (judgement != null)
{
Result = CreateResult(judgement);
if (Result == null)
throw new InvalidOperationException($"{GetType().ReadableName()} must provide a {nameof(JudgementResult)} through {nameof(CreateResult)}.");
}
var samples = GetSamples().ToArray();
if (samples.Length > 0)
{
if (HitObject.SampleControlPoint == null)
throw new ArgumentNullException(nameof(HitObject.SampleControlPoint), $"{nameof(HitObject)}s must always have an attached {nameof(HitObject.SampleControlPoint)}."
+ $" This is an indication that {nameof(HitObject.ApplyDefaults)} has not been invoked on {this}.");
samples = samples.Select(s => HitObject.SampleControlPoint.ApplyTo(s)).ToArray();
foreach (var s in samples)
s.Namespace = SampleNamespace;
AddInternal(Samples = new SkinnableSound(samples));
}
}
protected override void LoadComplete()
{
base.LoadComplete();
updateState(ArmedState.Idle, true);
}
#region State / Transform Management
/// <summary>
/// Bind to apply a custom state which can override the default implementation.
/// </summary>
public event Action<DrawableHitObject, ArmedState> ApplyCustomUpdateState;
/// <summary>
/// Enables automatic transform management of this hitobject. Implementation of transforms should be done in <see cref="UpdateInitialTransforms"/> and <see cref="UpdateStateTransforms"/> only. Rewinding and removing previous states is done automatically.
/// </summary>
/// <remarks>
/// Going forward, this is the preferred way of implementing <see cref="DrawableHitObject"/>s. Previous functionality
/// is offered as a compatibility layer until all rulesets have been migrated across.
/// </remarks>
protected virtual bool UseTransformStateManagement => true;
protected override void ClearInternal(bool disposeChildren = true) => throw new InvalidOperationException($"Should never clear a {nameof(DrawableHitObject)}");
private void updateState(ArmedState newState, bool force = false)
{
if (State.Value == newState && !force)
return;
if (UseTransformStateManagement)
{
double transformTime = HitObject.StartTime - InitialLifetimeOffset;
base.ApplyTransformsAt(transformTime, true);
base.ClearTransformsAfter(transformTime, true);
using (BeginAbsoluteSequence(transformTime, true))
{
UpdateInitialTransforms();
var judgementOffset = Math.Min(HitObject.HitWindows?.HalfWindowFor(HitResult.Miss) ?? double.MaxValue, Result?.TimeOffset ?? 0);
using (BeginDelayedSequence(InitialLifetimeOffset + judgementOffset, true))
{
UpdateStateTransforms(newState);
state.Value = newState;
}
}
}
else
state.Value = newState;
UpdateState(newState);
// apply any custom state overrides
ApplyCustomUpdateState?.Invoke(this, newState);
if (newState == ArmedState.Hit)
PlaySamples();
}
/// <summary>
/// Apply (generally fade-in) transforms leading into the <see cref="HitObject"/> start time.
/// The local drawable hierarchy is recursively delayed to <see cref="LifetimeStart"/> for convenience.
/// </summary>
/// <remarks>
/// This is called once before every <see cref="UpdateStateTransforms"/>. 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()
{
}
/// <summary>
/// Apply transforms based on the current <see cref="ArmedState"/>. Previous states are automatically cleared.
/// </summary>
/// <param name="state">The new armed state.</param>
protected virtual void UpdateStateTransforms(ArmedState state)
{
}
public override void ClearTransformsAfter(double time, bool propagateChildren = false, string targetMember = null)
{
// When we are using automatic state management, parent calls to this should be blocked for safety.
if (!UseTransformStateManagement)
base.ClearTransformsAfter(time, propagateChildren, targetMember);
}
public override void ApplyTransformsAt(double time, bool propagateChildren = false)
{
// When we are using automatic state management, parent calls to this should be blocked for safety.
if (!UseTransformStateManagement)
base.ApplyTransformsAt(time, propagateChildren);
}
/// <summary>
/// Legacy method to handle state changes.
/// Should generally not be used when <see cref="UseTransformStateManagement"/> is true; use <see cref="UpdateStateTransforms"/> instead.
/// </summary>
/// <param name="state">The new armed state.</param>
protected virtual void UpdateState(ArmedState state)
{
}
#endregion
protected override void SkinChanged(ISkinSource skin, bool allowFallback)
{
base.SkinChanged(skin, allowFallback);
if (HitObject is IHasComboInformation combo)
AccentColour.Value = skin.GetValue<SkinConfiguration, Color4?>(s => s.ComboColours.Count > 0 ? s.ComboColours[combo.ComboIndex % s.ComboColours.Count] : (Color4?)null) ?? Color4.White;
}
/// <summary>
/// Plays all the hit sounds for this <see cref="DrawableHitObject"/>.
/// This is invoked automatically when this <see cref="DrawableHitObject"/> is hit.
/// </summary>
public void PlaySamples() => Samples?.Play();
protected override void Update()
{
base.Update();
if (Result != null && Result.HasResult)
{
var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
if (Result.TimeOffset + endTime > Time.Current)
{
OnRevertResult?.Invoke(this, Result);
Result.TimeOffset = 0;
Result.Type = HitResult.None;
updateState(ArmedState.Idle);
}
}
}
protected override bool ComputeIsMaskedAway(RectangleF maskingBounds) => AllJudged && base.ComputeIsMaskedAway(maskingBounds);
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
UpdateResult(false);
}
private double? lifetimeStart;
public override double LifetimeStart
{
get => lifetimeStart ?? (HitObject.StartTime - InitialLifetimeOffset);
set
{
base.LifetimeStart = value;
lifetimeStart = value;
}
}
/// <summary>
/// A safe 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>
/// 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.
/// It is indirectly used to decide the automatic transform offset provided to <see cref="UpdateInitialTransforms"/>.
/// A more accurate <see cref="LifetimeStart"/> should be set inside <see cref="UpdateState"/> for an <see cref="ArmedState.Idle"/> state.
/// </remarks>
protected virtual double InitialLifetimeOffset => 10000;
/// <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();
UpdateResult(false);
}
protected virtual void AddNested(DrawableHitObject h)
{
h.OnNewResult += (d, r) => OnNewResult?.Invoke(d, r);
h.OnRevertResult += (d, r) => OnRevertResult?.Invoke(d, r);
h.ApplyCustomUpdateState += (d, j) => ApplyCustomUpdateState?.Invoke(d, j);
nestedHitObjects.Value.Add(h);
}
/// <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"/>.</param>
protected void ApplyResult(Action<JudgementResult> application)
{
application?.Invoke(Result);
if (!Result.HasResult)
throw new InvalidOperationException($"{GetType().ReadableName()} applied a {nameof(JudgementResult)} but did not update {nameof(JudgementResult.Type)}.");
judgementOccurred = true;
// Ensure that the judgement is given a valid time offset, because this may not get set by the caller
var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
Result.TimeOffset = Time.Current - endTime;
switch (Result.Type)
{
case HitResult.None:
break;
case HitResult.Miss:
updateState(ArmedState.Miss);
break;
default:
updateState(ArmedState.Hit);
break;
}
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 (Time.Elapsed < 0)
return false;
judgementOccurred = false;
if (AllJudged)
return false;
foreach (var d in NestedHitObjects)
judgementOccurred |= d.UpdateResult(userTriggered);
if (judgementOccurred || Judged)
return judgementOccurred;
var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
CheckForResult(userTriggered, Time.Current - endTime);
return judgementOccurred;
}
/// <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"/> &gt; 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(judgement);
}
public abstract class DrawableHitObject<TObject> : DrawableHitObject
where TObject : HitObject
{
public new readonly TObject HitObject;
protected DrawableHitObject(TObject hitObject)
: base(hitObject)
{
HitObject = hitObject;
}
}
}