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

@ -94,7 +94,7 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
protected override void UpdateState(ArmedState state) protected override void UpdateState(ArmedState state)
{ {
switch (State) switch (State.Value)
{ {
case ArmedState.Hit: case ArmedState.Hit:
AccentColour = Color4.Green; AccentColour = Color4.Green;

View File

@ -111,7 +111,7 @@ namespace osu.Game.Rulesets.Osu.Tests
h.Depth = depth++; h.Depth = depth++;
if (auto) if (auto)
h.State = ArmedState.Hit; h.State.Value = ArmedState.Hit;
playfieldContainer.Add(h); playfieldContainer.Add(h);
var proxyable = h as IDrawableHitObjectWithProxiedApproach; var proxyable = h as IDrawableHitObjectWithProxiedApproach;

View File

@ -72,7 +72,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
var offset = !AllJudged ? 0 : Time.Current - HitObject.StartTime; var offset = !AllJudged ? 0 : Time.Current - HitObject.StartTime;
using (BeginDelayedSequence(HitObject.StartTime - Time.Current + offset, true)) using (BeginDelayedSequence(HitObject.StartTime - Time.Current + offset, true))
{ {
switch (State) switch (State.Value)
{ {
case ArmedState.Idle: case ArmedState.Idle:
this.Delay(HitObject.HitWindowMiss).Expire(); this.Delay(HitObject.HitWindowMiss).Expire();

View File

@ -83,7 +83,7 @@ namespace osu.Game.Rulesets.Judgements
break; break;
} }
Expire(); Expire(true);
} }
} }
} }

View File

@ -17,6 +17,19 @@ namespace osu.Game.Rulesets.Judgements
/// </summary> /// </summary>
public virtual HitResult MaxResult => HitResult.Perfect; public virtual HitResult MaxResult => HitResult.Perfect;
/// <summary>
/// The combo prior to this judgement occurring.
/// </summary>
internal int ComboAtJudgement { get; set; }
/// <summary>
/// The highest combo achieved prior to this judgement occurring.
/// </summary>
internal int HighestComboAtJudgement { get; set; }
/// <summary>
/// Whether a successful hit occurred.
/// </summary>
public bool IsHit => Result > HitResult.Miss; public bool IsHit => Result > HitResult.Miss;
/// <summary> /// <summary>

View File

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

View File

@ -185,6 +185,7 @@ namespace osu.Game.Rulesets.Scoring
Debug.Assert(base_portion + combo_portion == 1.0); Debug.Assert(base_portion + combo_portion == 1.0);
rulesetContainer.OnJudgement += AddJudgement; rulesetContainer.OnJudgement += AddJudgement;
rulesetContainer.OnJudgementRemoved += RemoveJudgement;
SimulateAutoplay(rulesetContainer.Beatmap); SimulateAutoplay(rulesetContainer.Beatmap);
Reset(true); Reset(true);
@ -213,13 +214,26 @@ namespace osu.Game.Rulesets.Scoring
protected void AddJudgement(Judgement judgement) protected void AddJudgement(Judgement judgement)
{ {
OnNewJudgement(judgement); OnNewJudgement(judgement);
NotifyNewJudgement(judgement); updateScore();
NotifyNewJudgement(judgement);
UpdateFailed(); UpdateFailed();
} }
protected void RemoveJudgement(Judgement judgement)
{
OnJudgementRemoved(judgement);
updateScore();
}
/// <summary>
/// Applies a judgement.
/// </summary>
/// <param name="judgement">The judgement to apply/</param>
protected virtual void OnNewJudgement(Judgement judgement) protected virtual void OnNewJudgement(Judgement judgement)
{ {
judgement.ComboAtJudgement = Combo;
judgement.HighestComboAtJudgement = HighestCombo;
if (judgement.AffectsCombo) if (judgement.AffectsCombo)
{ {
@ -242,7 +256,30 @@ namespace osu.Game.Rulesets.Scoring
} }
else if (judgement.IsHit) else if (judgement.IsHit)
bonusScore += judgement.NumericResult; bonusScore += judgement.NumericResult;
}
/// <summary>
/// Removes a judgement. This should reverse everything in <see cref="OnNewJudgement(Judgement)"/>.
/// </summary>
/// <param name="judgement">The judgement to remove.</param>
protected virtual void OnJudgementRemoved(Judgement judgement)
{
Combo.Value = judgement.ComboAtJudgement;
HighestCombo.Value = judgement.HighestComboAtJudgement;
if (judgement.AffectsCombo)
{
baseScore -= judgement.NumericResult;
rollingMaxBaseScore -= judgement.MaxNumericResult;
Hits--;
}
else if (judgement.IsHit)
bonusScore -= judgement.NumericResult;
}
private void updateScore()
{
if (rollingMaxBaseScore != 0) if (rollingMaxBaseScore != 0)
Accuracy.Value = baseScore / rollingMaxBaseScore; Accuracy.Value = baseScore / rollingMaxBaseScore;

View File

@ -104,6 +104,7 @@ namespace osu.Game.Rulesets.UI
where TObject : HitObject where TObject : HitObject
{ {
public event Action<Judgement> OnJudgement; public event Action<Judgement> OnJudgement;
public event Action<Judgement> OnJudgementRemoved;
/// <summary> /// <summary>
/// The Beatmap /// The Beatmap
@ -241,6 +242,8 @@ namespace osu.Game.Rulesets.UI
OnJudgement?.Invoke(j); OnJudgement?.Invoke(j);
}; };
drawableObject.OnJudgementRemoved += (d, j) => { OnJudgementRemoved?.Invoke(j); };
Playfield.Add(drawableObject); Playfield.Add(drawableObject);
} }