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de32e7815b
This is just general safeties to avoid cases where components don't correctly unbind events.
235 lines
9.5 KiB
C#
235 lines
9.5 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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using System.Threading;
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using JetBrains.Annotations;
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using Newtonsoft.Json;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.ListExtensions;
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using osu.Framework.Lists;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Objects
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{
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/// <summary>
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/// A HitObject describes an object in a Beatmap.
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/// <para>
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/// HitObjects may contain more properties for which you should be checking through the IHas* types.
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/// </para>
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/// </summary>
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public class HitObject
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{
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/// <summary>
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/// A small adjustment to the start time of control points to account for rounding/precision errors.
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/// </summary>
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private const double control_point_leniency = 1;
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/// <summary>
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/// Invoked after <see cref="ApplyDefaults"/> has completed on this <see cref="HitObject"/>.
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/// </summary>
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// TODO: This has no implicit unbind flow. Currently, if a Playfield manages HitObjects it will leave a bound event on this and cause the
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// playfield to remain in memory.
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public event Action<HitObject> DefaultsApplied;
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public readonly Bindable<double> StartTimeBindable = new BindableDouble();
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/// <summary>
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/// The time at which the HitObject starts.
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/// </summary>
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public virtual double StartTime
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{
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get => StartTimeBindable.Value;
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set => StartTimeBindable.Value = value;
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}
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public readonly BindableList<HitSampleInfo> SamplesBindable = new BindableList<HitSampleInfo>();
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/// <summary>
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/// The samples to be played when this hit object is hit.
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/// <para>
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/// In the case of <see cref="IHasRepeats"/> types, this is the sample of the curve body
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/// and can be treated as the default samples for the hit object.
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/// </para>
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/// </summary>
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public IList<HitSampleInfo> Samples
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{
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get => SamplesBindable;
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set
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{
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SamplesBindable.Clear();
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SamplesBindable.AddRange(value);
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}
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}
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/// <summary>
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/// Any samples which may be used by this hit object that are non-standard.
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/// This is used only to preload these samples ahead of time.
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/// </summary>
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public virtual IList<HitSampleInfo> AuxiliarySamples => ImmutableList<HitSampleInfo>.Empty;
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/// <summary>
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/// Whether this <see cref="HitObject"/> is in Kiai time.
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/// </summary>
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[JsonIgnore]
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public bool Kiai { get; private set; }
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/// <summary>
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/// The hit windows for this <see cref="HitObject"/>.
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/// </summary>
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[JsonIgnore]
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public HitWindows HitWindows { get; set; }
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private readonly List<HitObject> nestedHitObjects = new List<HitObject>();
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[JsonIgnore]
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public SlimReadOnlyListWrapper<HitObject> NestedHitObjects => nestedHitObjects.AsSlimReadOnly();
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/// <summary>
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/// Applies default values to this HitObject.
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/// </summary>
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/// <param name="controlPointInfo">The control points.</param>
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/// <param name="difficulty">The difficulty settings to use.</param>
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/// <param name="cancellationToken">The cancellation token.</param>
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public void ApplyDefaults(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty, CancellationToken cancellationToken = default)
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{
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ApplyDefaultsToSelf(controlPointInfo, difficulty);
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nestedHitObjects.Clear();
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CreateNestedHitObjects(cancellationToken);
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if (this is IHasComboInformation hasCombo)
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{
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foreach (HitObject hitObject in nestedHitObjects)
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{
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if (hitObject is IHasComboInformation n)
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{
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n.ComboIndexBindable.BindTo(hasCombo.ComboIndexBindable);
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n.ComboIndexWithOffsetsBindable.BindTo(hasCombo.ComboIndexWithOffsetsBindable);
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n.IndexInCurrentComboBindable.BindTo(hasCombo.IndexInCurrentComboBindable);
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}
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}
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}
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nestedHitObjects.Sort((h1, h2) => h1.StartTime.CompareTo(h2.StartTime));
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foreach (var h in nestedHitObjects)
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h.ApplyDefaults(controlPointInfo, difficulty, cancellationToken);
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// `ApplyDefaults()` may be called multiple times on a single hitobject.
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// to prevent subscribing to `StartTimeBindable.ValueChanged` multiple times with the same callback,
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// remove the previous subscription (if present) before (re-)registering.
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StartTimeBindable.ValueChanged -= onStartTimeChanged;
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// this callback must be (re-)registered after default application
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// to ensure that the read of `this.GetEndTime()` within `onStartTimeChanged` doesn't return an invalid value
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// if `StartTimeBindable` is changed prior to default application.
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StartTimeBindable.ValueChanged += onStartTimeChanged;
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DefaultsApplied?.Invoke(this);
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void onStartTimeChanged(ValueChangedEvent<double> time)
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{
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double offset = time.NewValue - time.OldValue;
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foreach (var nested in nestedHitObjects)
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nested.StartTime += offset;
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}
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}
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protected virtual void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty)
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{
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Kiai = controlPointInfo.EffectPointAt(StartTime + control_point_leniency).KiaiMode;
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HitWindows ??= CreateHitWindows();
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HitWindows?.SetDifficulty(difficulty.OverallDifficulty);
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}
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protected virtual void CreateNestedHitObjects(CancellationToken cancellationToken)
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{
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}
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protected void AddNested(HitObject hitObject) => nestedHitObjects.Add(hitObject);
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/// <summary>
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/// Creates the <see cref="Judgement"/> that represents the scoring information for this <see cref="HitObject"/>.
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/// </summary>
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[NotNull]
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public virtual Judgement CreateJudgement() => new Judgement();
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/// <summary>
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/// Creates the <see cref="HitWindows"/> for this <see cref="HitObject"/>.
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/// This can be null to indicate that the <see cref="HitObject"/> has no <see cref="HitWindows"/> and timing errors should not be displayed to the user.
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/// <para>
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/// This will only be invoked if <see cref="HitWindows"/> hasn't been set externally (e.g. from a <see cref="BeatmapConverter{T}"/>.
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/// </para>
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/// </summary>
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[NotNull]
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protected virtual HitWindows CreateHitWindows() => new HitWindows();
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/// <summary>
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/// The maximum offset from the end time of <see cref="HitObject"/> at which this <see cref="HitObject"/> can be judged.
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/// <para>
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/// Defaults to the miss window.
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/// </para>
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/// </summary>
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public virtual double MaximumJudgementOffset => HitWindows?.WindowFor(HitResult.Miss) ?? 0;
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public IList<HitSampleInfo> CreateSlidingSamples()
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{
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var slidingSamples = new List<HitSampleInfo>();
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var normalSample = Samples.FirstOrDefault(s => s.Name == HitSampleInfo.HIT_NORMAL);
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if (normalSample != null)
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slidingSamples.Add(normalSample.With("sliderslide"));
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var whistleSample = Samples.FirstOrDefault(s => s.Name == HitSampleInfo.HIT_WHISTLE);
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if (whistleSample != null)
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slidingSamples.Add(whistleSample.With("sliderwhistle"));
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return slidingSamples;
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}
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/// <summary>
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/// Create a <see cref="HitSampleInfo"/> based on the sample settings of the first <see cref="HitSampleInfo.HIT_NORMAL"/> sample in <see cref="Samples"/>.
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/// If no sample is available, sane default settings will be used instead.
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/// </summary>
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/// <remarks>
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/// In the case an existing sample exists, all settings apart from the sample name will be inherited. This includes volume, bank and suffix.
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/// </remarks>
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/// <param name="sampleName">The name of the sample.</param>
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/// <returns>A populated <see cref="HitSampleInfo"/>.</returns>
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public HitSampleInfo CreateHitSampleInfo(string sampleName = HitSampleInfo.HIT_NORMAL)
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{
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if (Samples.FirstOrDefault(s => s.Name == HitSampleInfo.HIT_NORMAL) is HitSampleInfo existingSample)
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return existingSample.With(newName: sampleName);
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return new HitSampleInfo(sampleName);
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}
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}
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public static class HitObjectExtensions
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{
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/// <summary>
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/// Returns the end time of this object.
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/// </summary>
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/// <remarks>
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/// This returns the <see cref="IHasDuration.EndTime"/> where available, falling back to <see cref="HitObject.StartTime"/> otherwise.
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/// </remarks>
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/// <param name="hitObject">The object.</param>
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/// <returns>The end time of this object.</returns>
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public static double GetEndTime(this HitObject hitObject) => (hitObject as IHasDuration)?.EndTime ?? hitObject.StartTime;
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}
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}
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