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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System ;
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using osu.Framework.Allocation ;
using osu.Framework.Bindables ;
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using osu.Framework.Graphics ;
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using osu.Framework.Graphics.Primitives ;
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using osu.Game.Rulesets.Judgements ;
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using osu.Game.Rulesets.Objects.Drawables ;
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using osu.Game.Rulesets.Osu.Judgements ;
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using osu.Game.Rulesets.Osu.Scoring ;
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using osu.Game.Rulesets.Osu.UI ;
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using osu.Game.Rulesets.Scoring ;
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using osuTK ;
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using osuTK.Graphics ;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
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public abstract partial class DrawableOsuHitObject : DrawableHitObject < OsuHitObject >
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{
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public readonly IBindable < Vector2 > PositionBindable = new Bindable < Vector2 > ( ) ;
public readonly IBindable < int > StackHeightBindable = new Bindable < int > ( ) ;
public readonly IBindable < float > ScaleBindable = new BindableFloat ( ) ;
public readonly IBindable < int > IndexInCurrentComboBindable = new Bindable < int > ( ) ;
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// Must be set to update IsHovered as it's used in relax mod to detect osu hit objects.
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public override bool HandlePositionalInput = > true ;
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protected override float SamplePlaybackPosition = > CalculateDrawableRelativePosition ( this ) ;
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/// <summary>
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/// What action this <see cref="DrawableOsuHitObject"/> should take in response to a
/// click at the given time value.
/// If non-null, judgements will be ignored for return values of <see cref="ClickAction.Ignore"/>
/// and <see cref="ClickAction.Shake"/>, and this hit object will be shaken for return values of
/// <see cref="ClickAction.Shake"/>.
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/// </summary>
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public Func < DrawableHitObject , double , HitResult , ClickAction > CheckHittable ;
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protected DrawableOsuHitObject ( OsuHitObject hitObject )
: base ( hitObject )
{
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}
[BackgroundDependencyLoader]
private void load ( )
{
Alpha = 0 ;
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}
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protected override void OnApply ( )
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{
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base . OnApply ( ) ;
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IndexInCurrentComboBindable . BindTo ( HitObject . IndexInCurrentComboBindable ) ;
PositionBindable . BindTo ( HitObject . PositionBindable ) ;
StackHeightBindable . BindTo ( HitObject . StackHeightBindable ) ;
ScaleBindable . BindTo ( HitObject . ScaleBindable ) ;
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}
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protected override void OnFree ( )
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{
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base . OnFree ( ) ;
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IndexInCurrentComboBindable . UnbindFrom ( HitObject . IndexInCurrentComboBindable ) ;
PositionBindable . UnbindFrom ( HitObject . PositionBindable ) ;
StackHeightBindable . UnbindFrom ( HitObject . StackHeightBindable ) ;
ScaleBindable . UnbindFrom ( HitObject . ScaleBindable ) ;
}
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protected override void UpdateInitialTransforms ( )
{
base . UpdateInitialTransforms ( ) ;
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// Dim should only be applied at a top level, as it will be implicitly applied to nested objects.
if ( ParentHitObject = = null )
{
// Of note, no one noticed this was missing for years, but it definitely feels like it should still exist.
// For now this is applied across all skins, and matches stable.
// For simplicity, dim colour is applied to the DrawableHitObject itself.
// We may need to make a nested container setup if this even causes a usage conflict (ie. with a mod).
this . FadeColour ( new Color4 ( 195 , 195 , 195 , 255 ) ) ;
using ( BeginDelayedSequence ( InitialLifetimeOffset - OsuHitWindows . MISS_WINDOW ) )
this . FadeColour ( Color4 . White , 100 ) ;
}
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}
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protected sealed override double InitialLifetimeOffset = > HitObject . TimePreempt ;
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private OsuInputManager osuActionInputManager ;
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internal OsuInputManager OsuActionInputManager = > osuActionInputManager ? ? = GetContainingInputManager ( ) as OsuInputManager ;
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/// <summary>
/// Shake the hit object in case it was clicked far too early or late (aka "note lock").
/// </summary>
public virtual void Shake ( ) { }
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/// <summary>
/// Causes this <see cref="DrawableOsuHitObject"/> to get missed, disregarding all conditions in implementations of <see cref="DrawableHitObject.CheckForResult"/>.
/// </summary>
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public void MissForcefully ( ) = > ApplyResult ( r = > r . Type = r . Judgement . MinResult ) ;
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private RectangleF parentScreenSpaceRectangle = > ( ( DrawableOsuHitObject ) ParentHitObject ) ? . parentScreenSpaceRectangle ? ? Parent . ScreenSpaceDrawQuad . AABBFloat ;
/// <summary>
/// Calculates the position of the given <paramref name="drawable"/> relative to the playfield area.
/// </summary>
/// <param name="drawable">The drawable to calculate its relative position.</param>
protected float CalculateDrawableRelativePosition ( Drawable drawable ) = > ( drawable . ScreenSpaceDrawQuad . Centre . X - parentScreenSpaceRectangle . X ) / parentScreenSpaceRectangle . Width ;
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protected override JudgementResult CreateResult ( Judgement judgement ) = > new OsuJudgementResult ( HitObject , judgement ) ;
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}
}