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osu-lazer/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableHitCircle.cs

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using osu.Framework.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
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using OpenTK;
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using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Judgements;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
public class DrawableHitCircle : DrawableOsuHitObject, IDrawableHitObjectWithProxiedApproach
{
public ApproachCircle ApproachCircle;
private readonly CirclePiece circle;
private readonly RingPiece ring;
private readonly FlashPiece flash;
private readonly ExplodePiece explode;
private readonly NumberPiece number;
private readonly GlowPiece glow;
public DrawableHitCircle(OsuHitObject h) : base(h)
{
Origin = Anchor.Centre;
Position = HitObject.StackedPosition;
Scale = new Vector2(HitObject.Scale);
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Children = new Drawable[]
{
glow = new GlowPiece
{
Colour = AccentColour
},
circle = new CirclePiece
{
Colour = AccentColour,
Hit = () =>
{
if (AllJudged)
return false;
UpdateJudgement(true);
return true;
},
},
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number = new NumberPiece
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{
Text = h is Spinner ? "S" : (HitObject.ComboIndex + 1).ToString(),
},
ring = new RingPiece(),
flash = new FlashPiece(),
explode = new ExplodePiece
{
Colour = AccentColour,
},
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ApproachCircle = new ApproachCircle
{
Colour = AccentColour,
}
};
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//may not be so correct
Size = circle.DrawSize;
}
protected override void CheckForJudgements(bool userTriggered, double timeOffset)
{
if (!userTriggered)
{
if (timeOffset > HitObject.HitWindowFor(HitResult.Meh))
AddJudgement(new OsuJudgement { Result = HitResult.Miss });
return;
}
AddJudgement(new OsuJudgement
{
Result = HitObject.ScoreResultForOffset(Math.Abs(timeOffset)),
PositionOffset = Vector2.Zero //todo: set to correct value
});
}
protected override void UpdateInitialState()
{
base.UpdateInitialState();
// sane defaults
ring.Show();
circle.Show();
number.Show();
glow.Show();
ApproachCircle.Hide();
ApproachCircle.ScaleTo(new Vector2(4));
explode.Hide();
}
protected override void UpdatePreemptState()
{
base.UpdatePreemptState();
ApproachCircle.FadeIn(Math.Min(TIME_FADEIN * 2, TIME_PREEMPT));
ApproachCircle.ScaleTo(1.1f, TIME_PREEMPT);
}
protected override void UpdateCurrentState(ArmedState state)
{
double duration = ((HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime) - HitObject.StartTime;
glow.Delay(duration).FadeOut(400);
switch (state)
{
case ArmedState.Idle:
this.Delay(duration + TIME_PREEMPT).FadeOut(TIME_FADEOUT);
Expire(true);
break;
case ArmedState.Miss:
ApproachCircle.FadeOut(50);
this.FadeOut(TIME_FADEOUT / 5);
Expire();
break;
case ArmedState.Hit:
ApproachCircle.FadeOut(50);
const double flash_in = 40;
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flash.FadeTo(0.8f, flash_in)
.Then()
.FadeOut(100);
explode.FadeIn(flash_in);
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using (BeginDelayedSequence(flash_in, true))
{
//after the flash, we can hide some elements that were behind it
ring.FadeOut();
circle.FadeOut();
number.FadeOut();
this.FadeOut(800)
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.ScaleTo(Scale * 1.5f, 400, Easing.OutQuad);
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}
Expire();
break;
}
}
public Drawable ProxiedLayer => ApproachCircle;
}
}