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Make judgements able to be "added" plus make everything compile and run.
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@ -46,13 +46,19 @@ namespace osu.Game.Rulesets.Objects.Drawables
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where TObject : HitObject
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where TJudgement : Judgement
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{
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public event Action<DrawableHitObject<TObject, TJudgement>> OnJudgement;
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public event Action<DrawableHitObject, Judgement> OnJudgement;
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public override bool HandleInput => Interactive;
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public bool Interactive = true;
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public TJudgement Judgement;
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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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@ -95,69 +101,73 @@ namespace osu.Game.Rulesets.Objects.Drawables
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UpdateState(State);
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}
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/// <summary>
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/// Whether this hit object and all of its nested hit objects have been judged.
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/// </summary>
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public bool Judged => (Judgement?.Result ?? HitResult.None) != HitResult.None && (NestedHitObjects?.All(h => h.Judged) ?? true);
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private bool hasJudgementResult;
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private bool judgementOccurred;
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/// <summary>
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/// Process a hit of this hitobject. Carries out judgement.
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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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/// <returns>Whether a hit was processed.</returns>
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protected bool UpdateJudgement(bool userTriggered)
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public virtual bool AllJudged => (!ProvidesJudgement || hasJudgementResult) && (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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if (Judgement == null)
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return false;
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hasJudgementResult = judgement.Result >= HitResult.Miss;
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judgementOccurred = true;
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var partial = Judgement as IPartialJudgement;
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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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// Never re-process non-partial hits
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if (Judgement.Result != HitResult.None && partial == null)
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return false;
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judgements.Add(judgement);
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// Update the judgement state
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double endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
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Judgement.TimeOffset = Time.Current - endTime;
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// Update the judgement state
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bool hadResult = Judgement.Result != HitResult.None;
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CheckJudgement(userTriggered);
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// Don't process judgements with no result
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if (Judgement.Result == HitResult.None)
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return false;
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// Don't process judgements that previously had results but the results were unchanged
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if (hadResult && partial?.Changed != true)
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return false;
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switch (Judgement.Result)
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{
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default:
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State = ArmedState.Hit;
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break;
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case HitResult.Miss:
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State = ArmedState.Miss;
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break;
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}
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OnJudgement?.Invoke(this);
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if (partial != null)
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partial.Changed = false;
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return true;
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OnJudgement?.Invoke(this, judgement);
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}
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protected virtual void CheckJudgement(bool userTriggered)
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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)
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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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d.CheckJudgement(userTriggered);
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{
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if (d.AllJudged)
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continue;
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d.UpdateJudgement(userTriggered);
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if (d.AllJudged)
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return true;
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}
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}
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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 UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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@ -188,7 +198,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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if (nestedHitObjects == null)
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nestedHitObjects = new List<DrawableHitObject<TObject, TJudgement>>();
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h.OnJudgement += d => OnJudgement?.Invoke(d);
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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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