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osu-lazer/osu.Game.Rulesets.Catch/Objects/PalpableCatchHitObject.cs

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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.
using System.Collections.Generic;
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using osu.Framework.Bindables;
using osu.Game.Rulesets.Objects.Types;
using osuTK.Graphics;
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namespace osu.Game.Rulesets.Catch.Objects
{
/// <summary>
/// Represents a single object that can be caught by the catcher.
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/// This includes normal fruits, droplets, and bananas but excludes objects that act only as a container of nested hit objects.
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/// </summary>
public abstract class PalpableCatchHitObject : CatchHitObject, IHasComboInformation
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{
/// <summary>
/// Difference between the distance to the next object
/// and the distance that would have triggered a hyper dash.
/// A value close to 0 indicates a difficult jump (for difficulty calculation).
/// </summary>
public float DistanceToHyperDash { get; set; }
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public readonly Bindable<bool> HyperDashBindable = new Bindable<bool>();
/// <summary>
/// Whether this fruit can initiate a hyperdash.
/// </summary>
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public bool HyperDash => HyperDashBindable.Value;
private CatchHitObject hyperDashTarget;
/// <summary>
/// The target fruit if we are to initiate a hyperdash.
/// </summary>
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public CatchHitObject HyperDashTarget
{
get => hyperDashTarget;
set
{
hyperDashTarget = value;
HyperDashBindable.Value = value != null;
}
}
Color4 IHasComboInformation.GetComboColour(IReadOnlyList<Color4> comboColours) => comboColours[(IndexInBeatmap + 1) % comboColours.Count];
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}
}