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osu-lazer/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs

215 lines
7.3 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Game.Rulesets.Judgements;
using Container = osu.Framework.Graphics.Containers.Container;
using osu.Game.Rulesets.Objects.Types;
using OpenTK.Graphics;
using osu.Game.Audio;
using System.Linq;
using osu.Game.Graphics;
namespace osu.Game.Rulesets.Objects.Drawables
{
public abstract class DrawableHitObject : Container, IHasAccentColour
{
public readonly HitObject HitObject;
/// <summary>
/// The colour used for various elements of this DrawableHitObject.
/// </summary>
public virtual Color4 AccentColour { get; set; } = Color4.Gray;
protected DrawableHitObject(HitObject hitObject)
{
HitObject = hitObject;
}
}
public abstract class DrawableHitObject<TObject> : DrawableHitObject
where TObject : HitObject
{
public event Action<DrawableHitObject, Judgement> OnJudgement;
public new readonly TObject HitObject;
public override bool HandleInput => Interactive;
public bool Interactive = true;
/// <summary>
/// Whether this <see cref="DrawableHitObject"/> can be judged.
/// </summary>
protected virtual bool ProvidesJudgement => true;
private readonly List<Judgement> judgements = new List<Judgement>();
public IReadOnlyList<Judgement> Judgements => judgements;
protected List<SampleChannel> Samples = new List<SampleChannel>();
protected DrawableHitObject(TObject hitObject)
: base(hitObject)
{
HitObject = hitObject;
Depth = (float)hitObject.StartTime;
}
private ArmedState state;
public ArmedState State
{
get { return state; }
set
{
if (state == value)
return;
state = value;
if (!IsLoaded)
return;
UpdateState(state);
if (State == ArmedState.Hit)
PlaySamples();
}
}
protected void PlaySamples()
{
Samples.ForEach(s => s?.Play());
}
protected override void LoadComplete()
{
base.LoadComplete();
//force application of the state that was set before we loaded.
UpdateState(State);
}
private bool hasJudgementResult;
private bool judgementOccurred;
/// <summary>
/// Whether this <see cref="DrawableHitObject"/> and all of its nested <see cref="DrawableHitObject"/>s have been judged.
/// </summary>
public virtual bool AllJudged => (!ProvidesJudgement || hasJudgementResult) && (NestedHitObjects?.All(h => h.AllJudged) ?? true);
/// <summary>
/// Notifies that a new judgement has occurred for this <see cref="DrawableHitObject"/>.
/// </summary>
/// <param name="judgement">The <see cref="Judgement"/>.</param>
protected void AddJudgement(Judgement judgement)
{
hasJudgementResult = judgement.Result >= HitResult.Miss;
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;
judgement.TimeOffset = Time.Current - endTime;
judgements.Add(judgement);
switch (judgement.Result)
{
case HitResult.None:
break;
case HitResult.Miss:
State = ArmedState.Miss;
break;
default:
State = ArmedState.Hit;
break;
}
OnJudgement?.Invoke(this, judgement);
}
/// <summary>
/// Processes this <see cref="DrawableHitObject"/>, checking if any judgements have occurred.
/// </summary>
/// <param name="userTriggered">Whether the user triggered this process.</param>
/// <returns>Whether a judgement has occurred from this <see cref="DrawableHitObject"/> or any nested <see cref="DrawableHitObject"/>s.</returns>
protected bool UpdateJudgement(bool userTriggered)
{
judgementOccurred = false;
if (AllJudged || State != ArmedState.Idle)
return false;
if (NestedHitObjects != null)
{
foreach (var d in NestedHitObjects)
{
if (d.AllJudged)
continue;
d.UpdateJudgement(userTriggered);
if (d.AllJudged)
return true;
}
}
if (!ProvidesJudgement || hasJudgementResult || judgementOccurred)
return judgementOccurred;
var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
CheckForJudgements(userTriggered, Time.Current - endTime);
return judgementOccurred;
}
/// <summary>
/// Checks if any judgements have occurred for this <see cref="DrawableHitObject"/>. This method must construct
/// all <see cref="Judgement"/>s and notify of them through <see cref="AddJudgement"/>.
/// </summary>
/// <param name="userTriggered">Whether the user triggered this check.</param>
/// <param name="timeOffset">The offset from the <see cref="HitObject"/> end time at which this check occurred. A <paramref name="timeOffset"/> &gt; 0
/// implies that this check occurred after the end time of <see cref="HitObject"/>. </param>
protected virtual void CheckForJudgements(bool userTriggered, double timeOffset) { }
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
UpdateJudgement(false);
}
[BackgroundDependencyLoader]
private void load(AudioManager audio)
{
foreach (SampleInfo sample in HitObject.Samples)
{
SampleChannel channel = audio.Sample.Get($@"Gameplay/{sample.Bank}-{sample.Name}");
if (channel == null)
continue;
channel.Volume.Value = sample.Volume;
Samples.Add(channel);
}
}
private List<DrawableHitObject<TObject>> nestedHitObjects;
protected IEnumerable<DrawableHitObject<TObject>> NestedHitObjects => nestedHitObjects;
protected virtual void AddNested(DrawableHitObject<TObject> h)
{
if (nestedHitObjects == null)
nestedHitObjects = new List<DrawableHitObject<TObject>>();
h.OnJudgement += (d, j) => OnJudgement?.Invoke(d, j);
nestedHitObjects.Add(h);
}
protected abstract void UpdateState(ArmedState state);
}
}