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

@ -50,7 +50,7 @@ namespace osu.Desktop.VisualTests.Tests
Anchor = Anchor.Centre, Anchor = Anchor.Centre,
Origin = Anchor.Centre, Origin = Anchor.Centre,
Depth = -i, Depth = -i,
State = ArmedState.Armed, State = ArmedState.Hit,
}; };
approachContainer.Add(d.ApproachCircle.CreateProxy()); approachContainer.Add(d.ApproachCircle.CreateProxy());

View File

@ -39,7 +39,9 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
circle = new CirclePiece circle = new CirclePiece
{ {
Colour = osuObject.Colour, Colour = osuObject.Colour,
Hit = Hit, Hit = () => Hit(new JudgementInfo {
UserTriggered = true,
}),
}, },
number = new NumberPiece(), number = new NumberPiece(),
ring = new RingPiece(), ring = new RingPiece(),
@ -73,7 +75,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
Flush(true); //move to DrawableHitObject Flush(true); //move to DrawableHitObject
ApproachCircle.Flush(true); ApproachCircle.Flush(true);
double t = HitTime ?? osuObject.StartTime; double t = osuObject.EndTime + (Judgement?.TimeOffset ?? 0);
Alpha = 0; Alpha = 0;
@ -103,14 +105,26 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
switch (state) switch (state)
{ {
case ArmedState.Disarmed: case ArmedState.Idle:
Delay(osuObject.Duration + 200); Delay(osuObject.Duration + 500);
FadeOut(200); FadeOut(500);
explosion?.Expire(); explosion?.Expire();
explosion = null; explosion = null;
break; break;
case ArmedState.Armed: case ArmedState.Miss:
ring.FadeOut();
circle.FadeOut();
number.FadeOut();
explosion?.Expire();
explosion = null;
Schedule(() => Add(explosion = new HitExplosion(HitResult.Miss)));
FadeOut(800);
break;
case ArmedState.Hit:
const double flash_in = 30; const double flash_in = 30;
flash.FadeTo(0.8f, flash_in); flash.FadeTo(0.8f, flash_in);
@ -119,7 +133,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
explode.FadeIn(flash_in); explode.FadeIn(flash_in);
Schedule(() => Add(explosion = new HitExplosion(Judgement.Hit300))); Schedule(() => Add(explosion = new HitExplosion(Judgement.Result)));
Delay(flash_in, true); Delay(flash_in, true);

View File

@ -18,7 +18,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
Add(new CirclePiece Add(new CirclePiece
{ {
Colour = h.Colour, Colour = h.Colour,
Hit = Hit, Hit = () => Hit(new JudgementInfo()),
Position = h.Curve.PositionAt(i) - h.Position //non-relative? Position = h.Curve.PositionAt(i) - h.Position //non-relative?
}); });
} }

View File

@ -12,7 +12,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
private SpriteText line1; private SpriteText line1;
private SpriteText line2; private SpriteText line2;
public HitExplosion(Judgement judgement, ComboJudgement comboJudgement = ComboJudgement.None) public HitExplosion(HitResult hitResult, ComboResult comboResult = ComboResult.None)
{ {
AutoSizeAxes = Axes.Both; AutoSizeAxes = Axes.Both;
Anchor = Anchor.Centre; Anchor = Anchor.Centre;
@ -27,13 +27,13 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
{ {
Anchor = Anchor.TopCentre, Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre, Origin = Anchor.TopCentre,
Text = judgement.GetDescription(), Text = hitResult.GetDescription(),
Font = @"Venera", Font = @"Venera",
TextSize = 20, TextSize = 20,
}, },
line2 = new SpriteText line2 = new SpriteText
{ {
Text = comboJudgement.GetDescription(), Text = comboResult.GetDescription(),
Font = @"Venera", Font = @"Venera",
TextSize = 14, TextSize = 14,
} }

View File

@ -0,0 +1,41 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using osu.Game.Modes.Objects.Drawables;
using osu.Game.Modes.Osu.Objects.Drawables;
namespace osu.Game.Modes.Osu
{
class OsuHitJudgementResolver : HitJudgementResolver
{
double hit50 = 150;
double hit100 = 80;
double hit300 = 30;
public override void CheckJudgement(DrawableHitObject h, JudgementInfo info)
{
DrawableHitCircle circle = h as DrawableHitCircle;
if (circle != null)
{
if (!info.UserTriggered)
{
if (info.TimeOffset > hit50)
info.Result = HitResult.Miss;
return;
}
double hitOffset = Math.Abs(info.TimeOffset);
if (hitOffset < hit300)
info.Result = HitResult.Hit300;
else if (hitOffset < hit100)
info.Result = HitResult.Hit100;
else if (hitOffset < hit50)
info.Result = HitResult.Hit50;
else
info.Result = HitResult.Miss;
}
}
}
}

View File

@ -13,6 +13,8 @@ namespace osu.Game.Modes.Osu
{ {
public override ScoreOverlay CreateScoreOverlay() => new OsuScoreOverlay(); public override ScoreOverlay CreateScoreOverlay() => new OsuScoreOverlay();
public override HitJudgementResolver CreateHitJudgement() => new OsuHitJudgementResolver();
public override HitRenderer CreateHitRendererWith(List<HitObject> objects) => new OsuHitRenderer { Objects = objects }; public override HitRenderer CreateHitRendererWith(List<HitObject> objects) => new OsuHitRenderer { Objects = objects };
public override HitObjectParser CreateHitObjectParser() => new OsuHitObjectParser(); public override HitObjectParser CreateHitObjectParser() => new OsuHitObjectParser();

View File

@ -52,6 +52,7 @@
<Compile Include="Objects\Drawables\Pieces\RingPiece.cs" /> <Compile Include="Objects\Drawables\Pieces\RingPiece.cs" />
<Compile Include="Objects\Drawables\Pieces\Triangles.cs" /> <Compile Include="Objects\Drawables\Pieces\Triangles.cs" />
<Compile Include="Objects\OsuHitObjectParser.cs" /> <Compile Include="Objects\OsuHitObjectParser.cs" />
<Compile Include="OsuHitJudgementResolver.cs" />
<Compile Include="UI\OsuComboCounter.cs" /> <Compile Include="UI\OsuComboCounter.cs" />
<Compile Include="UI\OsuHitRenderer.cs" /> <Compile Include="UI\OsuHitRenderer.cs" />
<Compile Include="UI\OsuPlayfield.cs" /> <Compile Include="UI\OsuPlayfield.cs" />

View File

@ -4,28 +4,34 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.ComponentModel; using System.ComponentModel;
using System.Diagnostics;
using System.Linq; using System.Linq;
using System.Text; using System.Text;
using System.Threading.Tasks; using System.Threading.Tasks;
using osu.Game.Modes.Objects; using osu.Game.Modes.Objects;
using osu.Game.Modes.Objects.Drawables;
using OpenTK; using OpenTK;
namespace osu.Game.Modes namespace osu.Game.Modes
{ {
public class HitJudgementResolver public class HitJudgementResolver
{ {
public JudgementResult CheckJudgement(HitObject h) => new JudgementResult { Combo = ComboJudgement.None, Judgement = Judgement.Hit300 }; public virtual void CheckJudgement(DrawableHitObject h, JudgementInfo info)
{
info.Result = HitResult.Hit300;
}
} }
public struct JudgementResult public class JudgementInfo
{ {
public ComboJudgement Combo; public bool UserTriggered;
public Judgement Judgement; public ComboResult Combo;
public float TimeOffset; public HitResult Result;
public double TimeOffset;
public Vector2 PositionOffset; public Vector2 PositionOffset;
} }
public enum ComboJudgement public enum ComboResult
{ {
[Description(@"")] [Description(@"")]
None, None,
@ -35,8 +41,9 @@ namespace osu.Game.Modes
Perfect Perfect
} }
public enum Judgement public enum HitResult
{ {
Ignore,
[Description(@"Miss")] [Description(@"Miss")]
Miss, Miss,
[Description(@"50")] [Description(@"50")]

View File

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

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@ -86,11 +86,16 @@ namespace osu.Game.Screens.Play
var scoreOverlay = ruleset.CreateScoreOverlay(); var scoreOverlay = ruleset.CreateScoreOverlay();
var hitRenderer = ruleset.CreateHitRendererWith(beatmap.HitObjects); var hitRenderer = ruleset.CreateHitRendererWith(beatmap.HitObjects);
var hitJudgement = ruleset.CreateHitJudgement();
hitRenderer.OnHit += delegate (HitObject h) { scoreOverlay.OnHit(h); }; hitRenderer.OnHit += delegate (HitObject h) { scoreOverlay.OnHit(h); };
hitRenderer.OnMiss += delegate (HitObject h) { scoreOverlay.OnMiss(h); }; hitRenderer.OnMiss += delegate (HitObject h) { scoreOverlay.OnMiss(h); };
if (Autoplay) if (Autoplay)
hitRenderer.Schedule(() => hitRenderer.DrawableObjects.ForEach(h => h.State = ArmedState.Armed)); hitRenderer.Schedule(() => hitRenderer.DrawableObjects.ForEach(h => h.State = ArmedState.Hit));
//bind DrawableHitObjects to HitJudgement
hitRenderer.Schedule(() => hitRenderer.DrawableObjects.ForEach(h => h.CheckJudgement = hitJudgement.CheckJudgement));
Children = new Drawable[] Children = new Drawable[]
{ {