-
-
Notifications
You must be signed in to change notification settings - Fork 2.4k
/
Copy pathDrawableHitObject.cs
735 lines (584 loc) · 30.9 KB
/
DrawableHitObject.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
// Copyright (c) ppy Pty Ltd <[email protected]>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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.TypeExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Threading;
using osu.Game.Audio;
using osu.Game.Configuration;
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.Skinning;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Objects.Drawables
{
[Cached(typeof(DrawableHitObject))]
public abstract class DrawableHitObject : PoolableDrawableWithLifetime<HitObjectLifetimeEntry>
{
/// <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 IReadOnlyList<DrawableHitObject> NestedHitObjects => nestedHitObjects;
/// <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>
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>
/// Whether this <see cref="DrawableHitObject"/> and all of its nested <see cref="DrawableHitObject"/>s have been judged.
/// </summary>
public bool AllJudged => Judged && NestedHitObjects.All(h => h.AllJudged);
/// <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 => Result?.HasResult ?? true;
/// <summary>
/// The scoring result of this <see cref="DrawableHitObject"/>.
/// </summary>
public JudgementResult Result => Entry?.Result;
/// <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<bool> userPositionalHitSounds = new Bindable<bool>();
private readonly Bindable<int> comboIndexBindable = new Bindable<int>();
protected override bool RequiresChildrenUpdate => true;
public override bool IsPresent => base.IsPresent || (State.Value == ArmedState.Idle && 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>
/// 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(OsuConfigManager config, ISkinSource skinSource)
{
config.BindWith(OsuSetting.PositionalHitSounds, userPositionalHitSounds);
// Explicit non-virtual function call.
base.AddInternal(Samples = new PausableSkinnableSound());
CurrentSkin = skinSource;
CurrentSkin.SourceChanged += skinSourceChanged;
}
protected override void LoadAsyncComplete()
{
base.LoadAsyncComplete();
skinChanged();
}
protected override void LoadComplete()
{
base.LoadComplete();
comboIndexBindable.BindValueChanged(_ => UpdateComboColour(), true);
updateState(ArmedState.Idle, true);
}
/// <summary>
/// Applies a hit object to be represented by this <see cref="DrawableHitObject"/>.
/// </summary>
[Obsolete("Use either overload of Apply that takes a single argument of type HitObject or HitObjectLifetimeEntry")] // Can be removed 20211021.
public void Apply([NotNull] HitObject hitObject, [CanBeNull] HitObjectLifetimeEntry lifetimeEntry)
{
if (lifetimeEntry != null)
Apply(lifetimeEntry);
else
Apply(hitObject);
}
/// <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)
{
if (hitObject == null)
throw new ArgumentNullException($"Cannot apply a null {nameof(HitObject)}.");
Apply(new SyntheticHitObjectEntry(hitObject));
}
protected sealed override void OnApply(HitObjectLifetimeEntry entry)
{
// LifetimeStart is already computed using HitObjectLifetimeEntry's InitialLifetimeOffset.
// We override this with DHO's InitialLifetimeOffset for a non-pooled DHO.
if (entry is SyntheticHitObjectEntry)
LifetimeStart = HitObject.StartTime - InitialLifetimeOffset;
ensureEntryHasResult();
foreach (var h in HitObject.NestedHitObjects)
{
var pooledDrawableNested = pooledObjectProvider?.GetPooledDrawableRepresentation(h, this);
var drawableNested = pooledDrawableNested
?? CreateNestedHitObject(h)
?? throw new InvalidOperationException($"{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 += onRevertResult;
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);
AddNestedHitObject(drawableNested);
}
StartTimeBindable.BindTo(HitObject.StartTimeBindable);
StartTimeBindable.BindValueChanged(onStartTimeChanged);
if (HitObject is IHasComboInformation combo)
comboIndexBindable.BindTo(combo.ComboIndexBindable);
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)
{
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)
{
StartTimeBindable.UnbindFrom(HitObject.StartTimeBindable);
if (HitObject is IHasComboInformation combo)
comboIndexBindable.UnbindFrom(combo.ComboIndexBindable);
samplesBindable.UnbindFrom(HitObject.SamplesBindable);
// Changes in start time trigger state updates. When a new hitobject is applied, OnApply() automatically performs a state update anyway.
StartTimeBindable.ValueChanged -= onStartTimeChanged;
// 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.
if (Samples != null)
Samples.Samples = null;
foreach (var obj in nestedHitObjects)
{
obj.OnNewResult -= onNewResult;
obj.OnRevertResult -= onRevertResult;
obj.ApplyCustomUpdateState -= onApplyCustomUpdateState;
}
nestedHitObjects.Clear();
ClearNestedHitObjects();
HitObject.DefaultsApplied -= onDefaultsApplied;
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;
if (HitObject.SampleControlPoint == null)
{
throw new InvalidOperationException($"{nameof(HitObject)}s must always have an attached {nameof(HitObject.SampleControlPoint)}."
+ $" This is an indication that {nameof(HitObject.ApplyDefaults)} has not been invoked on {this}.");
}
Samples.Samples = samples.Select(s => HitObject.SampleControlPoint.ApplyTo(s)).Cast<ISampleInfo>().ToArray();
}
private void onSamplesChanged(object sender, NotifyCollectionChangedEventArgs e) => LoadSamples();
private void onStartTimeChanged(ValueChangedEvent<double> startTime) => updateState(State.Value, true);
private void onNewResult(DrawableHitObject drawableHitObject, JudgementResult result) => OnNewResult?.Invoke(drawableHitObject, result);
private void onRevertResult(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);
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) => throw new InvalidOperationException($"Should never clear a {nameof(DrawableHitObject)}");
private void updateState(ArmedState newState, bool force = false)
{
if (State.Value == newState && !force)
return;
LifetimeEnd = double.MaxValue;
double transformTime = HitObject.StartTime - InitialLifetimeOffset;
clearExistingStateTransforms();
using (BeginAbsoluteSequence(transformTime, true))
UpdateInitialTransforms();
using (BeginAbsoluteSequence(StateUpdateTime, true))
UpdateStartTimeStateTransforms();
using (BeginAbsoluteSequence(HitStateUpdateTime, true))
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>
protected 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;
var comboColours = CurrentSkin.GetConfig<GlobalSkinColours, IReadOnlyList<Color4>>(GlobalSkinColours.ComboColours)?.Value ?? Array.Empty<Color4>();
AccentColour.Value = combo.GetComboColour(comboColours);
}
/// <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)
{
const float balance_adjust_amount = 0.4f;
return balance_adjust_amount * (userPositionalHitSounds.Value ? position - 0.5f : 0);
}
/// <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
protected override void Update()
{
base.Update();
if (Result != null && Result.HasResult)
{
var endTime = HitObject.GetEndTime();
if (Result.TimeOffset + endTime > Time.Current)
{
OnRevertResult?.Invoke(this, Result);
Result.TimeOffset = 0;
Result.Type = HitResult.None;
updateState(ArmedState.Idle);
}
}
}
public override bool UpdateSubTreeMasking(Drawable source, RectangleF maskingBounds) => 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);
}
/// <summary>
/// The maximum offset from the end time of <see cref="HitObject"/> at which this <see cref="DrawableHitObject"/> can be judged.
/// The time offset of <see cref="Result"/> will be clamped to this value during <see cref="ApplyResult"/>.
/// <para>
/// Defaults to the miss window of <see cref="HitObject"/>.
/// </para>
/// </summary>
/// <remarks>
/// This does not affect the time offset provided to invocations of <see cref="CheckForResult"/>.
/// </remarks>
protected virtual double MaximumJudgementOffset => HitObject.HitWindows?.WindowFor(HitResult.Miss) ?? 0;
/// <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"/>.</param>
protected void ApplyResult(Action<JudgementResult> application)
{
if (Result.HasResult)
throw new InvalidOperationException("Cannot apply result on a hitobject that already has a result.");
application?.Invoke(Result);
if (!Result.HasResult)
throw new InvalidOperationException($"{GetType().ReadableName()} applied a {nameof(JudgementResult)} but did not update {nameof(JudgementResult.Type)}.");
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.TimeOffset = Math.Min(MaximumJudgementOffset, Time.Current - HitObject.GetEndTime());
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 (Time.Elapsed < 0)
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"/> 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"/> > 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.CreateJudgement())
?? 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;
}
}
public abstract class DrawableHitObject<TObject> : DrawableHitObject
where TObject : HitObject
{
public new TObject HitObject => (TObject)base.HitObject;
protected DrawableHitObject(TObject hitObject)
: base(hitObject)
{
}
}
}