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221 lines
7.9 KiB
C#
221 lines
7.9 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Game.Rulesets.Judgements;
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using Container = osu.Framework.Graphics.Containers.Container;
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using osu.Game.Rulesets.Objects.Types;
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using OpenTK.Graphics;
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using osu.Game.Audio;
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using System.Linq;
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using osu.Game.Graphics;
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using osu.Framework.Configuration;
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namespace osu.Game.Rulesets.Objects.Drawables
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{
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public abstract class DrawableHitObject : Container, IHasAccentColour
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{
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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 virtual Color4 AccentColour { get; set; } = Color4.Gray;
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/// <summary>
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/// Whether a visible judgement should be displayed when this representation is hit.
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/// </summary>
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public virtual bool DisplayJudgement => true;
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public override bool RemoveCompletedTransforms => false;
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public override bool RemoveWhenNotAlive => false;
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protected DrawableHitObject(HitObject hitObject)
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{
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HitObject = hitObject;
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}
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}
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public abstract class DrawableHitObject<TObject> : DrawableHitObject
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where TObject : HitObject
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{
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public event Action<DrawableHitObject, Judgement> OnJudgement;
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public event Action<DrawableHitObject, Judgement> OnJudgementRemoved;
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public new readonly TObject HitObject;
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public override bool HandleInput => Interactive;
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public bool Interactive = true;
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/// <summary>
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/// Whether this <see cref="DrawableHitObject"/> can be judged.
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/// </summary>
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protected virtual bool ProvidesJudgement => true;
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private readonly List<Judgement> judgements = new List<Judgement>();
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public IReadOnlyList<Judgement> Judgements => judgements;
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protected List<SampleChannel> Samples = new List<SampleChannel>();
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public readonly Bindable<ArmedState> State = new Bindable<ArmedState>();
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protected DrawableHitObject(TObject hitObject)
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: base(hitObject)
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{
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HitObject = hitObject;
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}
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[BackgroundDependencyLoader]
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private void load(AudioManager audio)
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{
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foreach (SampleInfo sample in HitObject.Samples)
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{
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SampleChannel channel = audio.Sample.Get($@"Gameplay/{sample.Bank}-{sample.Name}");
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if (channel == null)
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continue;
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channel.Volume.Value = sample.Volume;
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Samples.Add(channel);
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}
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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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State.ValueChanged += state =>
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{
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UpdateState(state);
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if (State == ArmedState.Hit)
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PlaySamples();
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};
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State.TriggerChange();
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}
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protected void PlaySamples()
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{
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Samples.ForEach(s => s?.Play());
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}
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private bool judgementOccurred;
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private bool judgementFinalized => judgements.LastOrDefault()?.Final == 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 virtual bool AllJudged => (!ProvidesJudgement || judgementFinalized) && (NestedHitObjects?.All(h => h.AllJudged) ?? true);
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/// <summary>
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/// Notifies that a new judgement has occurred for this <see cref="DrawableHitObject"/>.
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/// </summary>
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/// <param name="judgement">The <see cref="Judgement"/>.</param>
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protected void AddJudgement(Judgement judgement)
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{
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judgementOccurred = true;
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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 as IHasEndTime)?.EndTime ?? HitObject.StartTime;
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judgement.TimeOffset = Time.Current - endTime;
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judgements.Add(judgement);
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switch (judgement.Result)
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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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State.Value = ArmedState.Miss;
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break;
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default:
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State.Value = ArmedState.Hit;
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break;
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}
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OnJudgement?.Invoke(this, judgement);
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}
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/// <summary>
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/// Processes this <see cref="DrawableHitObject"/>, checking if any judgements have 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 judgement has occurred from this <see cref="DrawableHitObject"/> or any nested <see cref="DrawableHitObject"/>s.</returns>
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protected bool UpdateJudgement(bool userTriggered)
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{
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judgementOccurred = false;
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if (AllJudged || State != ArmedState.Idle)
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return false;
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if (NestedHitObjects != null)
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{
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foreach (var d in NestedHitObjects)
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judgementOccurred |= d.UpdateJudgement(userTriggered);
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}
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if (!ProvidesJudgement || judgementFinalized || judgementOccurred)
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return judgementOccurred;
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var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
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CheckForJudgements(userTriggered, Time.Current - endTime);
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return judgementOccurred;
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}
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/// <summary>
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/// Checks if any judgements have occurred for this <see cref="DrawableHitObject"/>. This method must construct
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/// all <see cref="Judgement"/>s and notify of them through <see cref="AddJudgement"/>.
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/// </summary>
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/// <param name="userTriggered">Whether the user triggered this check.</param>
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/// <param name="timeOffset">The offset from the <see cref="HitObject"/> end time at which this check occurred. A <paramref name="timeOffset"/> > 0
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/// implies that this check occurred after the end time of <see cref="HitObject"/>. </param>
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protected virtual void CheckForJudgements(bool userTriggered, double timeOffset) { }
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protected override void Update()
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{
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base.Update();
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var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
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while (judgements.Count > 0)
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{
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var lastJudgement = judgements[judgements.Count - 1];
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if (lastJudgement.TimeOffset + endTime <= Time.Current)
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break;
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judgements.RemoveAt(judgements.Count - 1);
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State.Value = ArmedState.Idle;
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OnJudgementRemoved?.Invoke(this, lastJudgement);
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}
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}
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protected override void UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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UpdateJudgement(false);
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}
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private List<DrawableHitObject<TObject>> nestedHitObjects;
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protected IEnumerable<DrawableHitObject<TObject>> NestedHitObjects => nestedHitObjects;
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protected virtual void AddNested(DrawableHitObject<TObject> h)
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{
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if (nestedHitObjects == null)
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nestedHitObjects = new List<DrawableHitObject<TObject>>();
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h.OnJudgement += (d, j) => OnJudgement?.Invoke(d, j);
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nestedHitObjects.Add(h);
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}
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protected abstract void UpdateState(ArmedState state);
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}
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}
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