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

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//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.ComponentModel;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Transformations;
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using osu.Game.Modes.Objects.Drawables;
using osu.Game.Modes.Osu.Objects.Drawables.Pieces;
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using OpenTK;
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namespace osu.Game.Modes.Osu.Objects.Drawables
{
public class DrawableHitCircle : DrawableOsuHitObject
{
private OsuHitObject osuObject;
public ApproachCircle ApproachCircle;
private CirclePiece circle;
private RingPiece ring;
private FlashPiece flash;
private ExplodePiece explode;
private NumberPiece number;
private GlowPiece glow;
public DrawableHitCircle(OsuHitObject h) : base(h)
{
osuObject = h;
Origin = Anchor.Centre;
Position = osuObject.Position;
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Children = new Drawable[]
{
glow = new GlowPiece
{
Colour = osuObject.Colour
},
circle = new CirclePiece
{
Colour = osuObject.Colour,
Hit = () =>
{
((PositionalJudgementInfo)Judgement).PositionOffset = Vector2.Zero; //todo: set to correct value
UpdateJudgement(true);
return true;
},
},
number = new NumberPiece(),
ring = new RingPiece(),
flash = new FlashPiece(),
explode = new ExplodePiece
{
Colour = osuObject.Colour,
},
ApproachCircle = new ApproachCircle()
{
Colour = osuObject.Colour,
}
};
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//may not be so correct
Size = circle.DrawSize;
}
double hit50 = 150;
double hit100 = 80;
double hit300 = 30;
protected override void CheckJudgement(bool userTriggered)
{
if (!userTriggered)
{
if (Judgement.TimeOffset > hit50)
Judgement.Result = HitResult.Miss;
return;
}
double hitOffset = Math.Abs(Judgement.TimeOffset);
if (hitOffset < hit50)
{
Judgement.Result = HitResult.Hit;
OsuJudgementInfo osuInfo = Judgement as OsuJudgementInfo;
if (hitOffset < hit300)
osuInfo.Score = OsuScoreResult.Hit300;
else if (hitOffset < hit100)
osuInfo.Score = OsuScoreResult.Hit100;
else if (hitOffset < hit50)
osuInfo.Score = OsuScoreResult.Hit50;
}
else
Judgement.Result = HitResult.Miss;
}
protected override void UpdateInitialState()
{
base.UpdateInitialState();
//sane defaults
ring.Alpha = circle.Alpha = number.Alpha = glow.Alpha = 1;
ApproachCircle.Alpha = 0;
ApproachCircle.Scale = new Vector2(2);
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explode.Alpha = 0;
Scale = new Vector2(0.5f); //this will probably need to be moved to DrawableHitObject at some point.
}
protected override void UpdatePreemptState()
{
base.UpdatePreemptState();
ApproachCircle.FadeIn(Math.Min(TIME_FADEIN * 2, TIME_PREEMPT));
ApproachCircle.ScaleTo(0.6f, TIME_PREEMPT);
}
protected override void UpdateState(ArmedState state)
{
if (!IsLoaded) return;
base.UpdateState(state);
ApproachCircle.FadeOut();
glow.FadeOut(400);
switch (state)
{
case ArmedState.Idle:
Delay(osuObject.Duration + TIME_PREEMPT);
FadeOut(TIME_FADEOUT);
break;
case ArmedState.Miss:
FadeOut(TIME_FADEOUT / 5);
break;
case ArmedState.Hit:
const double flash_in = 30;
flash.FadeTo(0.8f, flash_in);
flash.Delay(flash_in);
flash.FadeOut(100);
explode.FadeIn(flash_in);
Delay(flash_in, true);
//after the flash, we can hide some elements that were behind it
ring.FadeOut();
circle.FadeOut();
number.FadeOut();
FadeOut(800);
ScaleTo(Scale * 1.5f, 400, EasingTypes.OutQuad);
break;
}
}
}
}