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osu-lazer/osu.Game.Rulesets.Catch/UI/CatchPlayfield.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.Allocation;
using osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Catch.Objects.Drawables;
using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI.Scrolling;
using osuTK;
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namespace osu.Game.Rulesets.Catch.UI
{
public partial class CatchPlayfield : ScrollingPlayfield
{
/// <summary>
/// The width of the playfield.
/// The horizontal movement of the catcher is confined in the area of this width.
/// </summary>
public const float WIDTH = 512;
/// <summary>
/// The height of the playfield.
/// This doesn't include the catcher area.
/// </summary>
public const float HEIGHT = 384;
/// <summary>
/// The center position of the playfield.
/// </summary>
public const float CENTER_X = WIDTH / 2;
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) =>
// only check the X position; handle all vertical space.
base.ReceivePositionalInputAt(new Vector2(screenSpacePos.X, ScreenSpaceDrawQuad.Centre.Y));
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internal Catcher Catcher { get; private set; } = null!;
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internal CatcherArea CatcherArea { get; private set; } = null!;
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private readonly IBeatmapDifficultyInfo difficulty;
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public CatchPlayfield(IBeatmapDifficultyInfo difficulty)
{
this.difficulty = difficulty;
}
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protected override GameplayCursorContainer CreateCursor() => new CatchCursorContainer();
[BackgroundDependencyLoader]
private void load()
{
var droppedObjectContainer = new DroppedObjectContainer();
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Catcher = new Catcher(droppedObjectContainer, difficulty)
{
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X = CENTER_X
};
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AddRangeInternal(new[]
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{
droppedObjectContainer,
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Catcher.CreateProxiedContent(),
HitObjectContainer.CreateProxy(),
// This ordering (`CatcherArea` before `HitObjectContainer`) is important to
// make sure the up-to-date catcher position is used for the catcher catching logic of hit objects.
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CatcherArea = new CatcherArea
{
Anchor = Anchor.BottomLeft,
Origin = Anchor.TopLeft,
Catcher = Catcher,
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},
HitObjectContainer,
});
RegisterPool<Droplet, DrawableDroplet>(50);
RegisterPool<TinyDroplet, DrawableTinyDroplet>(50);
RegisterPool<Fruit, DrawableFruit>(100);
RegisterPool<Banana, DrawableBanana>(100);
RegisterPool<JuiceStream, DrawableJuiceStream>(10);
RegisterPool<BananaShower, DrawableBananaShower>(2);
}
protected override void LoadComplete()
{
base.LoadComplete();
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// these subscriptions need to be done post constructor to ensure externally bound components have a chance to populate required fields (ScoreProcessor / ComboAtJudgement in this case).
NewResult += onNewResult;
RevertResult += onRevertResult;
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}
protected override void OnNewDrawableHitObject(DrawableHitObject d)
{
((DrawableCatchHitObject)d).CheckPosition = checkIfWeCanCatch;
}
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private bool checkIfWeCanCatch(CatchHitObject obj) => Catcher.CanCatch(obj);
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private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)
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=> CatcherArea.OnNewResult((DrawableCatchHitObject)judgedObject, result);
private void onRevertResult(DrawableHitObject judgedObject, JudgementResult result)
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=> CatcherArea.OnRevertResult((DrawableCatchHitObject)judgedObject, result);
}
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}