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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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using System ;
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using osu.Game.Rulesets.Objects.Drawables ;
using osu.Framework.Graphics ;
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using osu.Game.Rulesets.Judgements ;
using osu.Game.Rulesets.Osu.Judgements ;
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using osu.Game.Graphics.Containers ;
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using osu.Game.Rulesets.Scoring ;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
public class DrawableOsuHitObject : DrawableHitObject < OsuHitObject >
{
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private readonly ShakeContainer shakeContainer ;
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// Must be set to update IsHovered as it's used in relax mdo to detect osu hit objects.
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public override bool HandlePositionalInput = > true ;
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/// <summary>
/// Whether this <see cref="DrawableOsuHitObject"/> can be hit.
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/// If non-null, judgements will be ignored (resulting in a shake) whilst the function returns false.
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/// </summary>
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public Func < DrawableHitObject , double , bool > CheckHittable ;
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protected DrawableOsuHitObject ( OsuHitObject hitObject )
: base ( hitObject )
{
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base . AddInternal ( shakeContainer = new ShakeContainer
{
ShakeDuration = 30 ,
RelativeSizeAxes = Axes . Both
} ) ;
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Alpha = 0 ;
}
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// Forward all internal management to shakeContainer.
// This is a bit ugly but we don't have the concept of InternalContent so it'll have to do for now. (https://github.com/ppy/osu-framework/issues/1690)
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protected override void AddInternal ( Drawable drawable ) = > shakeContainer . Add ( drawable ) ;
protected override void ClearInternal ( bool disposeChildren = true ) = > shakeContainer . Clear ( disposeChildren ) ;
protected override bool RemoveInternal ( Drawable drawable ) = > shakeContainer . Remove ( drawable ) ;
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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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protected virtual void Shake ( double maximumLength ) = > shakeContainer . Shake ( maximumLength ) ;
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protected override void UpdateStateTransforms ( ArmedState state )
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{
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base . UpdateStateTransforms ( state ) ;
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switch ( state )
{
case ArmedState . Idle :
// Manually set to reduce the number of future alive objects to a bare minimum.
LifetimeStart = HitObject . StartTime - HitObject . TimePreempt ;
break ;
}
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}
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/// <summary>
/// Causes this <see cref="DrawableOsuHitObject"/> to get missed, disregarding all conditions in implementations of <see cref="DrawableHitObject.CheckForResult"/>.
/// </summary>
public void MissForcefully ( ) = > ApplyResult ( r = > r . Type = HitResult . Miss ) ;
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protected override JudgementResult CreateResult ( Judgement judgement ) = > new OsuJudgementResult ( HitObject , judgement ) ;
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}
}