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osu-lazer/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs
2024-05-22 16:29:39 +08:00

810 lines
35 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.
#nullable disable
using System;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Diagnostics;
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.ListExtensions;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Extensions.TypeExtensions;
using osu.Framework.Graphics;
using osu.Framework.Lists;
using osu.Framework.Threading;
using osu.Framework.Utils;
using osu.Game.Audio;
using osu.Game.Configuration;
using osu.Game.Graphics;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Pooling;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
using osu.Game.Screens.Play;
using osu.Game.Skinning;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Objects.Drawables
{
[Cached(typeof(DrawableHitObject))]
public abstract partial class DrawableHitObject : PoolableDrawableWithLifetime<HitObjectLifetimeEntry>, IAnimationTimeReference
{
/// <summary>
/// Invoked after this <see cref="DrawableHitObject"/>'s applied <see cref="HitObject"/> has had its defaults applied.
/// </summary>
public event Action<DrawableHitObject> DefaultsApplied;
/// <summary>
/// Invoked after a <see cref="HitObject"/> has been applied to this <see cref="DrawableHitObject"/>.
/// </summary>
public event Action<DrawableHitObject> HitObjectApplied;
/// <summary>
/// The <see cref="HitObject"/> currently represented by this <see cref="DrawableHitObject"/>.
/// </summary>
public HitObject HitObject => Entry?.HitObject;
/// <summary>
/// The parenting <see cref="DrawableHitObject"/>, if any.
/// </summary>
[CanBeNull]
protected internal DrawableHitObject ParentHitObject { get; internal set; }
/// <summary>
/// The colour used for various elements of this DrawableHitObject.
/// </summary>
public readonly Bindable<Color4> AccentColour = new Bindable<Color4>(Color4.Gray);
protected PausableSkinnableSound Samples { get; private set; }
public virtual IEnumerable<HitSampleInfo> GetSamples() => HitObject.Samples;
private readonly List<DrawableHitObject> nestedHitObjects = new List<DrawableHitObject>();
public SlimReadOnlyListWrapper<DrawableHitObject> NestedHitObjects => nestedHitObjects.AsSlimReadOnly();
/// <summary>
/// Whether this object should handle any user input events.
/// </summary>
public bool HandleUserInput { get; set; } = true;
public override bool PropagatePositionalInputSubTree => HandleUserInput;
public override bool PropagateNonPositionalInputSubTree => HandleUserInput;
/// <summary>
/// Invoked by this or a nested <see cref="DrawableHitObject"/> after a <see cref="JudgementResult"/> has been applied.
/// </summary>
public event Action<DrawableHitObject, JudgementResult> OnNewResult;
/// <summary>
/// Invoked by this or a nested <see cref="DrawableHitObject"/> prior to a <see cref="JudgementResult"/> being reverted.
/// </summary>
/// <remarks>
/// This is only invoked if this <see cref="DrawableHitObject"/> is alive when the result is reverted.
/// </remarks>
public event Action<DrawableHitObject, JudgementResult> OnRevertResult;
/// <summary>
/// Invoked when a new nested hit object is created by <see cref="CreateNestedHitObject" />.
/// </summary>
internal event Action<DrawableHitObject> OnNestedDrawableCreated;
/// <summary>
/// Whether a visual indicator should be displayed when a scoring result occurs.
/// </summary>
public virtual bool DisplayResult => true;
/// <summary>
/// The scoring result of this <see cref="DrawableHitObject"/>.
/// </summary>
public JudgementResult Result => Entry?.Result;
/// <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 => Entry?.Judged ?? false;
/// <summary>
/// Whether this <see cref="DrawableHitObject"/> and all of its nested <see cref="DrawableHitObject"/>s have been judged.
/// </summary>
public bool AllJudged => Entry?.AllJudged ?? false;
/// <summary>
/// The relative X position of this hit object for sample playback balance adjustment.
/// </summary>
/// <remarks>
/// This is a range of 0..1 (0 for far-left, 0.5 for centre, 1 for far-right).
/// Dampening is post-applied to ensure the effect is not too intense.
/// </remarks>
protected virtual float SamplePlaybackPosition => 0.5f;
public readonly Bindable<double> StartTimeBindable = new Bindable<double>();
private readonly BindableList<HitSampleInfo> samplesBindable = new BindableList<HitSampleInfo>();
private readonly Bindable<int> comboIndexBindable = new Bindable<int>();
private readonly IBindable<float> positionalHitsoundsLevel = new Bindable<float>();
private readonly IBindable<float> comboColourBrightness = new Bindable<float>();
private readonly Bindable<int> comboIndexWithOffsetsBindable = new Bindable<int>();
protected override bool RequiresChildrenUpdate => true;
public override bool IsPresent => base.IsPresent || (State.Value == ArmedState.Idle && Clock.IsNotNull() && Clock.CurrentTime >= LifetimeStart);
private readonly Bindable<ArmedState> state = new Bindable<ArmedState>();
/// <summary>
/// The state of this <see cref="DrawableHitObject"/>.
/// </summary>
/// <remarks>
/// For pooled hitobjects, <see cref="ApplyCustomUpdateState"/> is recommended to be used instead for better editor/rewinding support.
/// </remarks>
public IBindable<ArmedState> State => state;
[Resolved(CanBeNull = true)]
private IPooledHitObjectProvider pooledObjectProvider { get; set; }
/// <summary>
/// Whether the initialization logic in <see cref="Playfield" /> has applied.
/// </summary>
internal bool IsInitialized;
/// <summary>
/// The minimum allowable volume for sample playback.
/// <see cref="Samples"/> quieter than that will be forcibly played at this volume instead.
/// </summary>
/// <remarks>
/// <para>
/// Drawable hitobjects adding their own custom samples, or other sample playback sources
/// (i.e. <see cref="GameplaySampleTriggerSource"/>) must enforce this themselves.
/// </para>
/// <para>
/// This sample volume floor is present in stable, although it is set at 8% rather than 5%.
/// See: https://github.com/peppy/osu-stable-reference/blob/3ea48705eb67172c430371dcfc8a16a002ed0d3d/osu!/Audio/AudioEngine.cs#L1070,
/// https://github.com/peppy/osu-stable-reference/blob/3ea48705eb67172c430371dcfc8a16a002ed0d3d/osu!/Audio/AudioEngine.cs#L1404-L1405.
/// The reason why it is 5% here is that the 8% cap was enforced in a silent manner
/// (i.e. the minimum selectable volume in the editor was 5%, but it would be played at 8% anyways),
/// which is confusing and arbitrary, so we're just doing 5% here at the cost of sacrificing strict parity.
/// </para>
/// </remarks>
public const int MINIMUM_SAMPLE_VOLUME = 5;
/// <summary>
/// Creates a new <see cref="DrawableHitObject"/>.
/// </summary>
/// <param name="initialHitObject">
/// The <see cref="HitObject"/> to be initially applied to this <see cref="DrawableHitObject"/>.
/// If <c>null</c>, a hitobject is expected to be later applied via <see cref="PoolableDrawableWithLifetime{TEntry}.Apply"/> (or automatically via pooling).
/// </param>
protected DrawableHitObject([CanBeNull] HitObject initialHitObject = null)
{
if (initialHitObject == null) return;
Entry = new SyntheticHitObjectEntry(initialHitObject);
ensureEntryHasResult();
}
[BackgroundDependencyLoader]
private void load(IGameplaySettings gameplaySettings, ISkinSource skinSource)
{
positionalHitsoundsLevel.BindTo(gameplaySettings.PositionalHitsoundsLevel);
comboColourBrightness.BindTo(gameplaySettings.ComboColourNormalisationAmount);
// Explicit non-virtual function call in case a DrawableHitObject overrides AddInternal.
base.AddInternal(Samples = new PausableSkinnableSound
{
MinimumSampleVolume = MINIMUM_SAMPLE_VOLUME
});
CurrentSkin = skinSource;
CurrentSkin.SourceChanged += skinSourceChanged;
}
protected override void LoadAsyncComplete()
{
base.LoadAsyncComplete();
skinChanged();
}
protected override void LoadComplete()
{
base.LoadComplete();
comboIndexBindable.BindValueChanged(_ => UpdateComboColour());
comboIndexWithOffsetsBindable.BindValueChanged(_ => UpdateComboColour(), true);
comboColourBrightness.BindValueChanged(_ => UpdateComboColour());
// Apply transforms
updateStateFromResult();
}
/// <summary>
/// Applies a new <see cref="HitObject"/> to be represented by this <see cref="DrawableHitObject"/>.
/// A new <see cref="HitObjectLifetimeEntry"/> is automatically created and applied to this <see cref="DrawableHitObject"/>.
/// </summary>
public void Apply([NotNull] HitObject hitObject)
{
ArgumentNullException.ThrowIfNull(hitObject);
Apply(new SyntheticHitObjectEntry(hitObject));
}
protected sealed override void OnApply(HitObjectLifetimeEntry entry)
{
Debug.Assert(Entry != null);
// LifetimeStart is already computed using HitObjectLifetimeEntry's InitialLifetimeOffset.
// We override this with DHO's InitialLifetimeOffset for a non-pooled DHO.
if (entry is SyntheticHitObjectEntry)
LifetimeStart = HitObject.StartTime - InitialLifetimeOffset;
ensureEntryHasResult();
entry.RevertResult += onRevertResult;
foreach (var h in HitObject.NestedHitObjects)
{
var pooledDrawableNested = pooledObjectProvider?.GetPooledDrawableRepresentation(h, this);
var drawableNested = pooledDrawableNested
?? CreateNestedHitObject(h)
?? throw new InvalidOperationException($"{nameof(CreateNestedHitObject)} returned null for {h.GetType().ReadableName()}.");
// Only invoke the event for non-pooled DHOs, otherwise the event will be fired by the playfield.
if (pooledDrawableNested == null)
OnNestedDrawableCreated?.Invoke(drawableNested);
drawableNested.OnNewResult += onNewResult;
drawableNested.OnRevertResult += onNestedRevertResult;
drawableNested.ApplyCustomUpdateState += onApplyCustomUpdateState;
// This is only necessary for non-pooled DHOs. For pooled DHOs, this is handled inside GetPooledDrawableRepresentation().
// Must be done before the nested DHO is added to occur before the nested Apply()!
drawableNested.ParentHitObject = this;
nestedHitObjects.Add(drawableNested);
// assume that synthetic entries are not pooled and therefore need to be managed from within the DHO.
// this is important for the correctness of value of flags such as `AllJudged`.
if (drawableNested.Entry is SyntheticHitObjectEntry syntheticNestedEntry)
Entry.NestedEntries.Add(syntheticNestedEntry);
AddNestedHitObject(drawableNested);
}
StartTimeBindable.BindTo(HitObject.StartTimeBindable);
if (HitObject is IHasComboInformation combo)
{
comboIndexBindable.BindTo(combo.ComboIndexBindable);
comboIndexWithOffsetsBindable.BindTo(combo.ComboIndexWithOffsetsBindable);
}
samplesBindable.BindTo(HitObject.SamplesBindable);
samplesBindable.BindCollectionChanged(onSamplesChanged, true);
HitObject.DefaultsApplied += onDefaultsApplied;
OnApply();
HitObjectApplied?.Invoke(this);
// If not loaded, the state update happens in LoadComplete().
if (IsLoaded)
{
updateStateFromResult();
// Combo colour may have been applied via a bindable flow while no object entry was attached.
// Update here to ensure we're in a good state.
UpdateComboColour();
}
}
private void updateStateFromResult()
{
if (Result.IsHit)
updateState(ArmedState.Hit, true);
else if (Result.HasResult)
updateState(ArmedState.Miss, true);
else
updateState(ArmedState.Idle, true);
}
protected sealed override void OnFree(HitObjectLifetimeEntry entry)
{
Debug.Assert(Entry != null);
StartTimeBindable.UnbindFrom(HitObject.StartTimeBindable);
if (HitObject is IHasComboInformation combo)
{
comboIndexBindable.UnbindFrom(combo.ComboIndexBindable);
comboIndexWithOffsetsBindable.UnbindFrom(combo.ComboIndexWithOffsetsBindable);
}
samplesBindable.UnbindFrom(HitObject.SamplesBindable);
// When a new hitobject is applied, the samples will be cleared before re-populating.
// In order to stop this needless update, the event is unbound and re-bound as late as possible in Apply().
samplesBindable.CollectionChanged -= onSamplesChanged;
// Release the samples for other hitobjects to use.
Samples?.ClearSamples();
foreach (var obj in nestedHitObjects)
{
obj.OnNewResult -= onNewResult;
obj.OnRevertResult -= onNestedRevertResult;
obj.ApplyCustomUpdateState -= onApplyCustomUpdateState;
}
nestedHitObjects.Clear();
// clean up synthetic entries manually added in `Apply()`.
Entry.NestedEntries.RemoveAll(nestedEntry => nestedEntry is SyntheticHitObjectEntry);
ClearNestedHitObjects();
// Changes to `HitObject` properties trigger default application, which triggers `State` updates.
// When a new hitobject is applied, `OnApply()` automatically performs a state update.
HitObject.DefaultsApplied -= onDefaultsApplied;
entry.RevertResult -= onRevertResult;
OnFree();
ParentHitObject = null;
clearExistingStateTransforms();
}
/// <summary>
/// Invoked for this <see cref="DrawableHitObject"/> to take on any values from a newly-applied <see cref="HitObject"/>.
/// This is also fired after any changes which occurred via an <see cref="osu.Game.Rulesets.Objects.HitObject.ApplyDefaults"/> call.
/// </summary>
protected virtual void OnApply()
{
}
/// <summary>
/// Invoked for this <see cref="DrawableHitObject"/> to revert any values previously taken on from the currently-applied <see cref="HitObject"/>.
/// This is also fired after any changes which occurred via an <see cref="osu.Game.Rulesets.Objects.HitObject.ApplyDefaults"/> call.
/// </summary>
protected virtual void OnFree()
{
}
/// <summary>
/// Invoked by the base <see cref="DrawableHitObject"/> to populate samples, once on initial load and potentially again on any change to the samples collection.
/// </summary>
protected virtual void LoadSamples()
{
var samples = GetSamples().ToArray();
if (samples.Length <= 0)
return;
Samples.Samples = samples.Cast<ISampleInfo>().ToArray();
}
private void onSamplesChanged(object sender, NotifyCollectionChangedEventArgs e) => LoadSamples();
private void onNewResult(DrawableHitObject drawableHitObject, JudgementResult result) => OnNewResult?.Invoke(drawableHitObject, result);
private void onRevertResult()
{
updateState(ArmedState.Idle);
OnRevertResult?.Invoke(this, Result);
}
private void onNestedRevertResult(DrawableHitObject drawableHitObject, JudgementResult result) => OnRevertResult?.Invoke(drawableHitObject, result);
private void onApplyCustomUpdateState(DrawableHitObject drawableHitObject, ArmedState state) => ApplyCustomUpdateState?.Invoke(drawableHitObject, state);
private void onDefaultsApplied(HitObject hitObject)
{
Debug.Assert(Entry != null);
Apply(Entry);
// Applied defaults indicate a change in hit object state.
// We need to update the judgement result time to the new end time
// and update state to ensure the hit object fades out at the correct time.
if (Result is not null)
{
Result.TimeOffset = 0;
updateState(State.Value, true);
}
DefaultsApplied?.Invoke(this);
}
/// <summary>
/// Invoked by the base <see cref="DrawableHitObject"/> to add nested <see cref="DrawableHitObject"/>s to the hierarchy.
/// </summary>
/// <param name="hitObject">The <see cref="DrawableHitObject"/> to be added.</param>
protected virtual void AddNestedHitObject(DrawableHitObject hitObject)
{
}
/// <summary>
/// Invoked by the base <see cref="DrawableHitObject"/> to remove all previously-added nested <see cref="DrawableHitObject"/>s.
/// </summary>
protected virtual void ClearNestedHitObjects()
{
}
/// <summary>
/// Creates the drawable representation for a nested <see cref="HitObject"/>.
/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/>.</param>
/// <returns>The drawable representation for <paramref name="hitObject"/>.</returns>
protected virtual DrawableHitObject CreateNestedHitObject(HitObject hitObject) => null;
#region State / Transform Management
/// <summary>
/// Invoked by this or a nested <see cref="DrawableHitObject"/> to apply a custom state that can override the default implementation.
/// </summary>
public event Action<DrawableHitObject, ArmedState> ApplyCustomUpdateState;
protected override void ClearInternal(bool disposeChildren = true) =>
// See sample addition in load method.
throw new InvalidOperationException(
$"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.");
private void updateState(ArmedState newState, bool force = false)
{
if (State.Value == newState && !force)
return;
LifetimeEnd = double.MaxValue;
clearExistingStateTransforms();
double initialTransformsTime = HitObject.StartTime - InitialLifetimeOffset;
AnimationStartTime.Value = initialTransformsTime;
using (BeginAbsoluteSequence(initialTransformsTime))
UpdateInitialTransforms();
using (BeginAbsoluteSequence(StateUpdateTime))
UpdateStartTimeStateTransforms();
using (BeginAbsoluteSequence(HitStateUpdateTime))
UpdateHitStateTransforms(newState);
state.Value = newState;
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"/> &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(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)
{
}
}
}