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

154 lines
4.1 KiB
C#

//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.ComponentModel;
using System.Diagnostics;
using osu.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Graphics.Containers;
using osu.Game.Beatmaps.Samples;
using OpenTK;
using Container = osu.Framework.Graphics.Containers.Container;
namespace osu.Game.Modes.Objects.Drawables
{
public abstract class DrawableHitObject : Container, IStateful<ArmedState>
{
public event Action<DrawableHitObject, JudgementInfo> OnJudgement;
public Container<DrawableHitObject> ChildObjects;
public JudgementInfo Judgement;
public abstract JudgementInfo CreateJudgementInfo();
public HitObject HitObject;
public DrawableHitObject(HitObject hitObject)
{
HitObject = hitObject;
}
private ArmedState state;
public ArmedState State
{
get { return state; }
set
{
if (state == value) return;
state = value;
UpdateState(state);
if (State == ArmedState.Hit)
PlaySample();
}
}
AudioSample sample;
[BackgroundDependencyLoader]
private void load(AudioManager audio)
{
string hitType = (HitObject.Sample.Type == SampleType.None ? SampleType.Normal : HitObject.Sample.Type).ToString().ToLower();
string sampleSet = HitObject.Sample.Set.ToString().ToLower();
sample = audio.Sample.Get($@"Gameplay/{sampleSet}-hit{hitType}");
}
protected void PlaySample()
{
sample?.Play();
}
protected override void LoadComplete()
{
base.LoadComplete();
//we may be setting a custom judgement in test cases or what not.
if (Judgement == null)
Judgement = CreateJudgementInfo();
//force application of the state that was set before we loaded.
UpdateState(State);
}
/// <summary>
/// Process a hit of this hitobject. Carries out judgement.
/// </summary>
/// <param name="judgement">Preliminary judgement information provided by the hit source.</param>
/// <returns>Whether a hit was processed.</returns>
protected bool UpdateJudgement(bool userTriggered)
{
if (Judgement.Result != null)
return false;
Judgement.TimeOffset = Time.Current - HitObject.EndTime;
CheckJudgement(userTriggered);
if (Judgement.Result == null)
return false;
switch (Judgement.Result)
{
default:
State = ArmedState.Hit;
break;
case HitResult.Miss:
State = ArmedState.Miss;
break;
}
OnJudgement?.Invoke(this, Judgement);
return true;
}
protected virtual void CheckJudgement(bool userTriggered)
{
//todo: consider making abstract.
}
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
UpdateJudgement(false);
}
protected abstract void UpdateState(ArmedState state);
}
public enum ArmedState
{
Idle,
Hit,
Miss
}
public class PositionalJudgementInfo : JudgementInfo
{
public Vector2 PositionOffset;
}
public class JudgementInfo
{
public ulong? ComboAtHit;
public HitResult? Result;
public double TimeOffset;
}
public enum HitResult
{
[Description(@"Miss")]
Miss,
[Description(@"Hit")]
Hit,
}
}