Add basic flow for hitobject judgement.

This commit is contained in:
Dean Herbert
2016-11-25 16:26:50 +09:00
parent 78be1dd3af
commit f9f72f25a2
10 changed files with 124 additions and 41 deletions

View File

@ -2,6 +2,7 @@
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Diagnostics;
using osu.Framework;
using osu.Framework.Graphics.Containers;
@ -13,11 +14,11 @@ namespace osu.Game.Modes.Objects.Drawables
public Action<DrawableHitObject> OnHit;
public Action<DrawableHitObject> OnMiss;
public Func<DrawableHitObject, bool> AllowHit;
public Action<DrawableHitObject, JudgementInfo> CheckJudgement;
public Container<DrawableHitObject> ChildObjects;
public JudgementResult Result;
public JudgementInfo Judgement;
public HitObject HitObject;
@ -41,36 +42,47 @@ namespace osu.Game.Modes.Objects.Drawables
}
}
protected double? HitTime;
protected virtual bool Hit()
/// <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 Hit(JudgementInfo judgement)
{
if (State != ArmedState.Disarmed)
if (State != ArmedState.Idle)
return false;
if (AllowHit?.Invoke(this) == false)
judgement.TimeOffset = Time.Current - HitObject.EndTime;
CheckJudgement?.Invoke(this, judgement);
if (judgement.Result == HitResult.Ignore)
return false;
HitTime = Time.Current;
Judgement = judgement;
State = ArmedState.Armed;
switch (judgement.Result)
{
default:
State = ArmedState.Hit;
OnHit?.Invoke(this);
break;
case HitResult.Miss:
State = ArmedState.Miss;
OnMiss?.Invoke(this);
break;
}
return true;
}
private bool counted;
protected override void Update()
{
base.Update();
if (Time.Current >= HitObject.EndTime && !counted)
{
counted = true;
if (state == ArmedState.Armed)
OnHit?.Invoke(this);
else
OnMiss?.Invoke(this);
}
if (Time.Current >= HitObject.EndTime && Judgement == null)
Hit(new JudgementInfo());
}
protected abstract void UpdateState(ArmedState state);
@ -78,7 +90,8 @@ namespace osu.Game.Modes.Objects.Drawables
public enum ArmedState
{
Disarmed,
Armed
Idle,
Hit,
Miss
}
}