Make DrawableHitObject/ScoreProcessor support rewinding

This commit is contained in:
smoogipoo
2017-11-02 21:21:07 +09:00
parent 6883b3742f
commit fe00ac7e41
8 changed files with 107 additions and 43 deletions

View File

@ -13,6 +13,7 @@ using OpenTK.Graphics;
using osu.Game.Audio;
using System.Linq;
using osu.Game.Graphics;
using osu.Framework.Configuration;
namespace osu.Game.Rulesets.Objects.Drawables
{
@ -30,6 +31,9 @@ namespace osu.Game.Rulesets.Objects.Drawables
/// </summary>
public virtual bool DisplayJudgement => true;
public override bool RemoveCompletedTransforms => false;
public override bool RemoveWhenNotAlive => false;
protected DrawableHitObject(HitObject hitObject)
{
HitObject = hitObject;
@ -40,6 +44,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
where TObject : HitObject
{
public event Action<DrawableHitObject, Judgement> OnJudgement;
public event Action<DrawableHitObject, Judgement> OnJudgementRemoved;
public new readonly TObject HitObject;
@ -56,31 +61,42 @@ namespace osu.Game.Rulesets.Objects.Drawables
protected List<SampleChannel> Samples = new List<SampleChannel>();
public readonly Bindable<ArmedState> State = new Bindable<ArmedState>();
protected DrawableHitObject(TObject hitObject)
: base(hitObject)
{
HitObject = hitObject;
}
private ArmedState state;
public ArmedState State
[BackgroundDependencyLoader]
private void load(AudioManager audio)
{
get { return state; }
set
foreach (SampleInfo sample in HitObject.Samples)
{
if (state == value)
return;
state = value;
SampleChannel channel = audio.Sample.Get($@"Gameplay/{sample.Bank}-{sample.Name}");
if (!IsLoaded)
return;
if (channel == null)
continue;
channel.Volume.Value = sample.Volume;
Samples.Add(channel);
}
}
protected override void LoadComplete()
{
base.LoadComplete();
State.ValueChanged += state =>
{
UpdateState(state);
if (State == ArmedState.Hit)
PlaySamples();
}
};
State.TriggerChange();
}
protected void PlaySamples()
@ -88,16 +104,8 @@ namespace osu.Game.Rulesets.Objects.Drawables
Samples.ForEach(s => s?.Play());
}
protected override void LoadComplete()
{
base.LoadComplete();
//force application of the state that was set before we loaded.
UpdateState(State);
}
private bool hasJudgementResult;
private bool judgementOccurred;
private bool hasJudgementResult => Judgements.LastOrDefault()?.Result >= HitResult.Miss;
/// <summary>
/// Whether this <see cref="DrawableHitObject"/> and all of its nested <see cref="DrawableHitObject"/>s have been judged.
@ -110,7 +118,6 @@ namespace osu.Game.Rulesets.Objects.Drawables
/// <param name="judgement">The <see cref="Judgement"/>.</param>
protected void AddJudgement(Judgement judgement)
{
hasJudgementResult = judgement.Result >= HitResult.Miss;
judgementOccurred = true;
// Ensure that the judgement is given a valid time offset, because this may not get set by the caller
@ -124,10 +131,10 @@ namespace osu.Game.Rulesets.Objects.Drawables
case HitResult.None:
break;
case HitResult.Miss:
State = ArmedState.Miss;
State.Value = ArmedState.Miss;
break;
default:
State = ArmedState.Hit;
State.Value = ArmedState.Hit;
break;
}
@ -170,6 +177,25 @@ namespace osu.Game.Rulesets.Objects.Drawables
/// implies that this check occurred after the end time of <see cref="HitObject"/>. </param>
protected virtual void CheckForJudgements(bool userTriggered, double timeOffset) { }
protected override void Update()
{
base.Update();
var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
while (judgements.Count > 0)
{
var lastJudgement = judgements[judgements.Count - 1];
if (lastJudgement.TimeOffset + endTime <= Time.Current)
break;
judgements.RemoveAt(judgements.Count - 1);
State.Value = ArmedState.Idle;
OnJudgementRemoved?.Invoke(this, lastJudgement);
}
}
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
@ -177,21 +203,6 @@ namespace osu.Game.Rulesets.Objects.Drawables
UpdateJudgement(false);
}
[BackgroundDependencyLoader]
private void load(AudioManager audio)
{
foreach (SampleInfo sample in HitObject.Samples)
{
SampleChannel channel = audio.Sample.Get($@"Gameplay/{sample.Bank}-{sample.Name}");
if (channel == null)
continue;
channel.Volume.Value = sample.Volume;
Samples.Add(channel);
}
}
private List<DrawableHitObject<TObject>> nestedHitObjects;
protected IEnumerable<DrawableHitObject<TObject>> NestedHitObjects => nestedHitObjects;