// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using System.Collections.Generic; using osu.Framework; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Audio.Sample; using osu.Game.Beatmaps.Samples; using osu.Game.Modes.Judgements; using Container = osu.Framework.Graphics.Containers.Container; using osu.Game.Modes.Objects.Types; using OpenTK.Graphics; namespace osu.Game.Modes.Objects.Drawables { public abstract class DrawableHitObject : Container where TJudgement : Judgement { public override bool HandleInput => Interactive; public bool Interactive = true; public TJudgement Judgement; protected override void LoadComplete() { base.LoadComplete(); // We may be setting a custom judgement in test cases or what not if (Judgement == null) Judgement = CreateJudgement(); } protected abstract TJudgement CreateJudgement(); } public abstract class DrawableHitObject : DrawableHitObject, IStateful where TObject : HitObject where TJudgement : Judgement { public event Action> OnJudgement; /// /// The colour used for various elements of this DrawableHitObject. /// public Color4 AccentColour { get; protected set; } public TObject HitObject; private readonly List samples = new List(); protected DrawableHitObject(TObject hitObject) { HitObject = hitObject; } [BackgroundDependencyLoader] private void load(AudioManager audio) { foreach (var sample in HitObject.SampleBank.Sets) samples.Add(audio.Sample.Get($@"Gameplay/{sample.Type.ToString().ToLower()}-hit{HitObject.SampleBank.Name.ToLower()}")); } private ArmedState state; public ArmedState State { get { return state; } set { if (state == value) return; state = value; if (!IsLoaded) return; UpdateState(state); if (State == ArmedState.Hit) PlaySamples(); } } protected override void LoadComplete() { base.LoadComplete(); // Force application of the state that was set before we loaded UpdateState(State); } /// /// Process a hit of this hitobject. Carries out judgement. /// /// Whether a hit was processed. protected bool UpdateJudgement(bool userTriggered) { IPartialJudgement partial = Judgement as IPartialJudgement; // Never re-process non-partial hits if (Judgement.Result != HitResult.None && partial == null) return false; // Update the judgement state double endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime; Judgement.TimeOffset = Time.Current - endTime; // Update the judgement state bool hadResult = Judgement.Result != HitResult.None; CheckJudgement(userTriggered); // Don't process judgements with no result if (Judgement.Result == HitResult.None) return false; // Don't process judgements that previously had results but the results were unchanged if (hadResult && partial?.Changed != true) return false; switch (Judgement.Result) { default: State = ArmedState.Hit; break; case HitResult.Miss: State = ArmedState.Miss; break; } OnJudgement?.Invoke(this); if (partial != null) partial.Changed = false; return true; } protected virtual void CheckJudgement(bool userTriggered) { if (NestedHitObjects != null) { foreach (var d in NestedHitObjects) d.CheckJudgement(userTriggered); } } protected override void UpdateAfterChildren() { base.UpdateAfterChildren(); UpdateJudgement(false); } protected virtual void PlaySamples() { samples.ForEach(s => s?.Play()); } private List> nestedHitObjects; protected IEnumerable> NestedHitObjects => nestedHitObjects; protected void AddNested(DrawableHitObject h) { if (nestedHitObjects == null) nestedHitObjects = new List>(); h.OnJudgement += d => OnJudgement?.Invoke(d); nestedHitObjects.Add(h); } protected abstract void UpdateState(ArmedState state); } }