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osu-lazer/osu.Game.Rulesets.Catch/Objects/CatchHitObject.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 osu.Framework.Bindables;
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using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Catch.Beatmaps;
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using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Catch.Objects
{
public abstract class CatchHitObject : HitObject, IHasXPosition, IHasComboInformation
{
public const double OBJECT_RADIUS = 44;
private float x;
public float X
{
get => x + XOffset;
set => x = value;
}
/// <summary>
/// A random offset applied to <see cref="X"/>, set by the <see cref="CatchBeatmapProcessor"/>.
/// </summary>
internal float XOffset { get; set; }
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public double TimePreempt = 1000;
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public int IndexInBeatmap { get; set; }
public virtual FruitVisualRepresentation VisualRepresentation => (FruitVisualRepresentation)(ComboIndex % 4);
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public virtual bool NewCombo { get; set; }
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public int ComboOffset { get; set; }
public Bindable<int> IndexInCurrentComboBindable { get; } = new Bindable<int>();
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public int IndexInCurrentCombo
{
get => IndexInCurrentComboBindable.Value;
set => IndexInCurrentComboBindable.Value = value;
}
public Bindable<int> ComboIndexBindable { get; } = new Bindable<int>();
public int ComboIndex
{
get => ComboIndexBindable.Value;
set => ComboIndexBindable.Value = value;
}
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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; }
public Bindable<bool> LastInComboBindable { get; } = new Bindable<bool>();
/// <summary>
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/// The next fruit starts a new combo. Used for explodey.
/// </summary>
public virtual bool LastInCombo
{
get => LastInComboBindable.Value;
set => LastInComboBindable.Value = value;
}
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public float Scale { get; set; } = 1;
/// <summary>
/// Whether this fruit can initiate a hyperdash.
/// </summary>
public bool HyperDash => HyperDashTarget != null;
/// <summary>
/// The target fruit if we are to initiate a hyperdash.
/// </summary>
public CatchHitObject HyperDashTarget;
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
{
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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TimePreempt = (float)BeatmapDifficulty.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450);
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Scale = 1.0f - 0.7f * (difficulty.CircleSize - 5) / 5;
}
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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}
public enum FruitVisualRepresentation
{
Pear,
Grape,
Raspberry,
Pineapple,
Banana // banananananannaanana
}
}