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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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#nullable disable
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using System ;
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using JetBrains.Annotations ;
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using osu.Framework.Allocation ;
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using osu.Framework.Bindables ;
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using osu.Framework.Graphics ;
using osu.Game.Rulesets.Objects.Drawables ;
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using osu.Game.Rulesets.UI.Scrolling ;
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using osu.Game.Rulesets.Mania.UI ;
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namespace osu.Game.Rulesets.Mania.Objects.Drawables
{
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public abstract partial class DrawableManiaHitObject : DrawableHitObject < ManiaHitObject >
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{
/// <summary>
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/// The <see cref="ManiaAction"/> which causes this <see cref="DrawableManiaHitObject{TObject}"/> to be hit.
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/// </summary>
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protected readonly IBindable < ManiaAction > Action = new Bindable < ManiaAction > ( ) ;
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protected readonly IBindable < ScrollingDirection > Direction = new Bindable < ScrollingDirection > ( ) ;
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[Resolved(canBeNull: true)]
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private ManiaPlayfield playfield { get ; set ; }
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protected override float SamplePlaybackPosition
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{
get
{
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if ( playfield = = null )
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return base . SamplePlaybackPosition ;
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return ( float ) HitObject . Column / playfield . TotalColumns ;
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}
}
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/// <summary>
/// Whether this <see cref="DrawableManiaHitObject"/> can be hit, given a time value.
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/// If non-null, judgements will be ignored 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 DrawableManiaHitObject ( ManiaHitObject hitObject )
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: base ( hitObject )
{
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RelativeSizeAxes = Axes . X ;
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}
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[BackgroundDependencyLoader(true)]
private void load ( [ CanBeNull ] IBindable < ManiaAction > action , [ NotNull ] IScrollingInfo scrollingInfo )
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{
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if ( action ! = null )
Action . BindTo ( action ) ;
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Direction . BindTo ( scrollingInfo . Direction ) ;
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}
protected override void LoadComplete ( )
{
base . LoadComplete ( ) ;
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Direction . BindValueChanged ( OnDirectionChanged , true ) ;
}
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protected virtual void OnDirectionChanged ( ValueChangedEvent < ScrollingDirection > e )
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{
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Anchor = Origin = e . NewValue = = ScrollingDirection . Up ? Anchor . TopCentre : Anchor . BottomCentre ;
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}
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protected override void UpdateHitStateTransforms ( ArmedState state )
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{
switch ( state )
{
case ArmedState . Miss :
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this . FadeOut ( 150 , Easing . In ) ;
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break ;
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case ArmedState . Hit :
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this . FadeOut ( ) ;
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break ;
}
}
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/// <summary>
/// Causes this <see cref="DrawableManiaHitObject"/> to get missed, disregarding all conditions in implementations of <see cref="DrawableHitObject.CheckForResult"/>.
/// </summary>
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public virtual void MissForcefully ( ) = > ApplyMinResult ( ) ;
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}
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public abstract partial class DrawableManiaHitObject < TObject > : DrawableManiaHitObject
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where TObject : ManiaHitObject
{
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public new TObject HitObject = > ( TObject ) base . HitObject ;
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protected DrawableManiaHitObject ( TObject hitObject )
: base ( hitObject )
{
}
}
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}