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osu-lazer/osu.Game.Rulesets.Mania/Objects/Drawables/DrawableManiaHitObject.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using JetBrains.Annotations;
using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Rulesets.Mania.UI;
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namespace osu.Game.Rulesets.Mania.Objects.Drawables
{
public abstract class DrawableManiaHitObject : DrawableHitObject<ManiaHitObject>
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{
/// <summary>
/// Whether this <see cref="DrawableManiaHitObject"/> should always remain alive.
/// </summary>
internal bool AlwaysAlive;
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/// <summary>
/// The <see cref="ManiaAction"/> which causes this <see cref="DrawableManiaHitObject{TObject}"/> to be hit.
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/// </summary>
protected readonly IBindable<ManiaAction> Action = new Bindable<ManiaAction>();
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protected readonly IBindable<ScrollingDirection> Direction = new Bindable<ScrollingDirection>();
protected override float SamplePlaybackBalance
{
get
{
CompositeDrawable stage = this;
while (!(stage is Stage))
stage = stage.Parent;
var columnCount = ((Stage)stage).Columns.Count;
var columnIndex = HitObject.Column;
return 0.8f * columnIndex / (columnCount - 1) - 0.4f;
}
}
protected DrawableManiaHitObject(ManiaHitObject hitObject)
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: base(hitObject)
{
}
[BackgroundDependencyLoader(true)]
private void load([CanBeNull] IBindable<ManiaAction> action, [NotNull] IScrollingInfo scrollingInfo)
{
if (action != null)
Action.BindTo(action);
Direction.BindTo(scrollingInfo.Direction);
Direction.BindValueChanged(OnDirectionChanged, true);
}
protected override bool ShouldBeAlive => AlwaysAlive || base.ShouldBeAlive;
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protected virtual void OnDirectionChanged(ValueChangedEvent<ScrollingDirection> e)
{
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Anchor = Origin = e.NewValue == ScrollingDirection.Up ? Anchor.TopCentre : Anchor.BottomCentre;
}
protected override void UpdateStateTransforms(ArmedState state)
{
switch (state)
{
case ArmedState.Miss:
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this.FadeOut(150, Easing.In);
break;
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case ArmedState.Hit:
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this.FadeOut(150, Easing.OutQuint);
break;
}
}
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}
public abstract class DrawableManiaHitObject<TObject> : DrawableManiaHitObject
where TObject : ManiaHitObject
{
public new readonly TObject HitObject;
protected DrawableManiaHitObject(TObject hitObject)
: base(hitObject)
{
HitObject = hitObject;
}
}
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}