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osu-lazer/osu.Game.Rulesets.Catch/Objects/Drawable/DrawableCatchHitObject.cs

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// Copyright (c) 2007-2018 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;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using OpenTK;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Catch.Objects.Drawable
{
public abstract class PalpableCatchHitObject<TObject> : DrawableCatchHitObject<TObject>
where TObject : CatchHitObject
{
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public override bool CanBePlated => true;
protected PalpableCatchHitObject(TObject hitObject)
: base(hitObject)
{
Scale = new Vector2(HitObject.Scale);
}
}
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public abstract class DrawableCatchHitObject<TObject> : DrawableCatchHitObject
where TObject : CatchHitObject
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{
public new TObject HitObject;
protected DrawableCatchHitObject(TObject hitObject)
: base(hitObject)
{
HitObject = hitObject;
Anchor = Anchor.BottomLeft;
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}
}
public abstract class DrawableCatchHitObject : DrawableHitObject<CatchHitObject>
{
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public virtual bool CanBePlated => false;
protected DrawableCatchHitObject(CatchHitObject hitObject)
: base(hitObject)
{
RelativePositionAxes = Axes.X;
X = hitObject.X;
}
public Func<CatchHitObject, bool> CheckPosition;
protected override void CheckForJudgements(bool userTriggered, double timeOffset)
{
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if (CheckPosition == null) return;
if (timeOffset > 0)
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AddJudgement(new Judgement { Result = CheckPosition.Invoke(HitObject) ? HitResult.Perfect : HitResult.Miss });
}
private const float preempt = 1000;
protected override void UpdateState(ArmedState state)
{
using (BeginAbsoluteSequence(HitObject.StartTime - preempt))
this.FadeIn(200);
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var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
using (BeginAbsoluteSequence(endTime, true))
{
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switch (state)
{
case ArmedState.Miss:
this.FadeOut(250).RotateTo(Rotation * 2, 250, Easing.Out).Expire();
break;
case ArmedState.Hit:
this.FadeOut().Expire();
break;
}
}
}
}
}