mirror of
https://github.com/osukey/osukey.git
synced 2025-07-01 16:29:58 +09:00
Make DrawableHitObject/ScoreProcessor support rewinding
This commit is contained in:
@ -94,7 +94,7 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
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protected override void UpdateState(ArmedState state)
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protected override void UpdateState(ArmedState state)
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{
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{
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switch (State)
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switch (State.Value)
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{
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{
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case ArmedState.Hit:
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case ArmedState.Hit:
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AccentColour = Color4.Green;
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AccentColour = Color4.Green;
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@ -111,7 +111,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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h.Depth = depth++;
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h.Depth = depth++;
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if (auto)
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if (auto)
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h.State = ArmedState.Hit;
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h.State.Value = ArmedState.Hit;
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playfieldContainer.Add(h);
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playfieldContainer.Add(h);
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var proxyable = h as IDrawableHitObjectWithProxiedApproach;
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var proxyable = h as IDrawableHitObjectWithProxiedApproach;
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@ -72,7 +72,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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var offset = !AllJudged ? 0 : Time.Current - HitObject.StartTime;
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var offset = !AllJudged ? 0 : Time.Current - HitObject.StartTime;
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using (BeginDelayedSequence(HitObject.StartTime - Time.Current + offset, true))
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using (BeginDelayedSequence(HitObject.StartTime - Time.Current + offset, true))
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{
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{
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switch (State)
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switch (State.Value)
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{
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{
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case ArmedState.Idle:
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case ArmedState.Idle:
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this.Delay(HitObject.HitWindowMiss).Expire();
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this.Delay(HitObject.HitWindowMiss).Expire();
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@ -83,7 +83,7 @@ namespace osu.Game.Rulesets.Judgements
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break;
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break;
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}
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}
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Expire();
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Expire(true);
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}
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}
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}
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}
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}
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}
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@ -17,6 +17,19 @@ namespace osu.Game.Rulesets.Judgements
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/// </summary>
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/// </summary>
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public virtual HitResult MaxResult => HitResult.Perfect;
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public virtual HitResult MaxResult => HitResult.Perfect;
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/// <summary>
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/// The combo prior to this judgement occurring.
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/// </summary>
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internal int ComboAtJudgement { get; set; }
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/// <summary>
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/// The highest combo achieved prior to this judgement occurring.
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/// </summary>
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internal int HighestComboAtJudgement { get; set; }
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/// <summary>
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/// Whether a successful hit occurred.
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/// </summary>
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public bool IsHit => Result > HitResult.Miss;
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public bool IsHit => Result > HitResult.Miss;
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/// <summary>
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/// <summary>
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@ -13,6 +13,7 @@ using OpenTK.Graphics;
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using osu.Game.Audio;
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using osu.Game.Audio;
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using System.Linq;
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using System.Linq;
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using osu.Game.Graphics;
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using osu.Game.Graphics;
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using osu.Framework.Configuration;
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namespace osu.Game.Rulesets.Objects.Drawables
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namespace osu.Game.Rulesets.Objects.Drawables
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{
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{
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@ -30,6 +31,9 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// </summary>
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/// </summary>
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public virtual bool DisplayJudgement => true;
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public virtual bool DisplayJudgement => true;
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public override bool RemoveCompletedTransforms => false;
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public override bool RemoveWhenNotAlive => false;
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protected DrawableHitObject(HitObject hitObject)
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protected DrawableHitObject(HitObject hitObject)
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{
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{
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HitObject = hitObject;
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HitObject = hitObject;
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@ -40,6 +44,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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where TObject : HitObject
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where TObject : HitObject
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{
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{
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public event Action<DrawableHitObject, Judgement> OnJudgement;
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public event Action<DrawableHitObject, Judgement> OnJudgement;
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public event Action<DrawableHitObject, Judgement> OnJudgementRemoved;
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public new readonly TObject HitObject;
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public new readonly TObject HitObject;
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@ -56,31 +61,42 @@ namespace osu.Game.Rulesets.Objects.Drawables
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protected List<SampleChannel> Samples = new List<SampleChannel>();
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protected List<SampleChannel> Samples = new List<SampleChannel>();
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public readonly Bindable<ArmedState> State = new Bindable<ArmedState>();
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protected DrawableHitObject(TObject hitObject)
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protected DrawableHitObject(TObject hitObject)
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: base(hitObject)
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: base(hitObject)
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{
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{
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HitObject = hitObject;
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HitObject = hitObject;
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}
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}
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private ArmedState state;
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[BackgroundDependencyLoader]
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public ArmedState State
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private void load(AudioManager audio)
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{
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{
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get { return state; }
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foreach (SampleInfo sample in HitObject.Samples)
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set
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{
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{
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if (state == value)
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SampleChannel channel = audio.Sample.Get($@"Gameplay/{sample.Bank}-{sample.Name}");
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return;
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state = value;
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if (!IsLoaded)
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if (channel == null)
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return;
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continue;
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channel.Volume.Value = sample.Volume;
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Samples.Add(channel);
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}
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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State.ValueChanged += state =>
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{
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UpdateState(state);
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UpdateState(state);
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if (State == ArmedState.Hit)
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if (State == ArmedState.Hit)
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PlaySamples();
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PlaySamples();
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}
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};
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State.TriggerChange();
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}
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}
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protected void PlaySamples()
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protected void PlaySamples()
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@ -88,16 +104,8 @@ namespace osu.Game.Rulesets.Objects.Drawables
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Samples.ForEach(s => s?.Play());
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Samples.ForEach(s => s?.Play());
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}
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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//force application of the state that was set before we loaded.
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UpdateState(State);
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}
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private bool hasJudgementResult;
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private bool judgementOccurred;
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private bool judgementOccurred;
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private bool hasJudgementResult => Judgements.LastOrDefault()?.Result >= HitResult.Miss;
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/// <summary>
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/// <summary>
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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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/// Whether this <see cref="DrawableHitObject"/> and all of its nested <see cref="DrawableHitObject"/>s have been judged.
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@ -110,7 +118,6 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// <param name="judgement">The <see cref="Judgement"/>.</param>
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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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protected void AddJudgement(Judgement judgement)
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{
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{
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hasJudgementResult = judgement.Result >= HitResult.Miss;
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judgementOccurred = true;
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judgementOccurred = true;
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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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// Ensure that the judgement is given a valid time offset, because this may not get set by the caller
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@ -124,10 +131,10 @@ namespace osu.Game.Rulesets.Objects.Drawables
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case HitResult.None:
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case HitResult.None:
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break;
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break;
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case HitResult.Miss:
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case HitResult.Miss:
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State = ArmedState.Miss;
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State.Value = ArmedState.Miss;
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break;
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break;
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default:
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default:
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State = ArmedState.Hit;
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State.Value = ArmedState.Hit;
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break;
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break;
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}
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}
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@ -170,6 +177,25 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// implies that this check occurred after the end time of <see cref="HitObject"/>. </param>
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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 virtual void CheckForJudgements(bool userTriggered, double timeOffset) { }
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protected override void Update()
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{
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base.Update();
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var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
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while (judgements.Count > 0)
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{
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var lastJudgement = judgements[judgements.Count - 1];
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if (lastJudgement.TimeOffset + endTime <= Time.Current)
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break;
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judgements.RemoveAt(judgements.Count - 1);
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State.Value = ArmedState.Idle;
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OnJudgementRemoved?.Invoke(this, lastJudgement);
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}
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}
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protected override void UpdateAfterChildren()
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protected override void UpdateAfterChildren()
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{
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{
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base.UpdateAfterChildren();
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base.UpdateAfterChildren();
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@ -177,21 +203,6 @@ namespace osu.Game.Rulesets.Objects.Drawables
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UpdateJudgement(false);
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UpdateJudgement(false);
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}
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}
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[BackgroundDependencyLoader]
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private void load(AudioManager audio)
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{
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foreach (SampleInfo sample in HitObject.Samples)
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{
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SampleChannel channel = audio.Sample.Get($@"Gameplay/{sample.Bank}-{sample.Name}");
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if (channel == null)
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continue;
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channel.Volume.Value = sample.Volume;
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Samples.Add(channel);
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}
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}
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private List<DrawableHitObject<TObject>> nestedHitObjects;
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private List<DrawableHitObject<TObject>> nestedHitObjects;
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protected IEnumerable<DrawableHitObject<TObject>> NestedHitObjects => nestedHitObjects;
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protected IEnumerable<DrawableHitObject<TObject>> NestedHitObjects => nestedHitObjects;
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@ -185,6 +185,7 @@ namespace osu.Game.Rulesets.Scoring
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Debug.Assert(base_portion + combo_portion == 1.0);
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Debug.Assert(base_portion + combo_portion == 1.0);
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rulesetContainer.OnJudgement += AddJudgement;
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rulesetContainer.OnJudgement += AddJudgement;
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rulesetContainer.OnJudgementRemoved += RemoveJudgement;
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SimulateAutoplay(rulesetContainer.Beatmap);
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SimulateAutoplay(rulesetContainer.Beatmap);
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Reset(true);
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Reset(true);
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@ -213,13 +214,26 @@ namespace osu.Game.Rulesets.Scoring
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protected void AddJudgement(Judgement judgement)
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protected void AddJudgement(Judgement judgement)
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{
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{
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OnNewJudgement(judgement);
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OnNewJudgement(judgement);
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NotifyNewJudgement(judgement);
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updateScore();
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NotifyNewJudgement(judgement);
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UpdateFailed();
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UpdateFailed();
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}
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}
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protected void RemoveJudgement(Judgement judgement)
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{
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OnJudgementRemoved(judgement);
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updateScore();
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}
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/// <summary>
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/// Applies a judgement.
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/// </summary>
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/// <param name="judgement">The judgement to apply/</param>
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protected virtual void OnNewJudgement(Judgement judgement)
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protected virtual void OnNewJudgement(Judgement judgement)
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{
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{
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judgement.ComboAtJudgement = Combo;
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judgement.HighestComboAtJudgement = HighestCombo;
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if (judgement.AffectsCombo)
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if (judgement.AffectsCombo)
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{
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{
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@ -242,7 +256,30 @@ namespace osu.Game.Rulesets.Scoring
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}
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}
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else if (judgement.IsHit)
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else if (judgement.IsHit)
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bonusScore += judgement.NumericResult;
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bonusScore += judgement.NumericResult;
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}
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/// <summary>
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/// Removes a judgement. This should reverse everything in <see cref="OnNewJudgement(Judgement)"/>.
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/// </summary>
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/// <param name="judgement">The judgement to remove.</param>
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protected virtual void OnJudgementRemoved(Judgement judgement)
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{
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Combo.Value = judgement.ComboAtJudgement;
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HighestCombo.Value = judgement.HighestComboAtJudgement;
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if (judgement.AffectsCombo)
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{
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baseScore -= judgement.NumericResult;
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rollingMaxBaseScore -= judgement.MaxNumericResult;
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Hits--;
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}
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else if (judgement.IsHit)
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bonusScore -= judgement.NumericResult;
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}
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private void updateScore()
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{
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if (rollingMaxBaseScore != 0)
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if (rollingMaxBaseScore != 0)
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Accuracy.Value = baseScore / rollingMaxBaseScore;
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Accuracy.Value = baseScore / rollingMaxBaseScore;
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@ -104,6 +104,7 @@ namespace osu.Game.Rulesets.UI
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where TObject : HitObject
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where TObject : HitObject
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{
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{
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public event Action<Judgement> OnJudgement;
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public event Action<Judgement> OnJudgement;
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public event Action<Judgement> OnJudgementRemoved;
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/// <summary>
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/// <summary>
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/// The Beatmap
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/// The Beatmap
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@ -241,6 +242,8 @@ namespace osu.Game.Rulesets.UI
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OnJudgement?.Invoke(j);
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OnJudgement?.Invoke(j);
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};
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};
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drawableObject.OnJudgementRemoved += (d, j) => { OnJudgementRemoved?.Invoke(j); };
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Playfield.Add(drawableObject);
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Playfield.Add(drawableObject);
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}
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}
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Reference in New Issue
Block a user