1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-21 12:33:03 +08:00
osu-lazer/osu.Game.Rulesets.Catch/Objects/Drawable/DrawableCatchHitObject.cs

87 lines
2.7 KiB
C#
Raw Normal View History

// 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.
2018-04-13 17:19:50 +08:00
using System;
2018-11-20 15:51:59 +08:00
using osuTK;
2018-04-13 17:19:50 +08:00
using osu.Framework.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Catch.Objects.Drawable
{
public abstract class PalpableCatchHitObject<TObject> : DrawableCatchHitObject<TObject>
where TObject : CatchHitObject
{
public override bool CanBePlated => true;
protected PalpableCatchHitObject(TObject hitObject)
: base(hitObject)
{
Scale = new Vector2(HitObject.Scale);
}
}
public abstract class DrawableCatchHitObject<TObject> : DrawableCatchHitObject
where TObject : CatchHitObject
{
public new TObject HitObject;
protected DrawableCatchHitObject(TObject hitObject)
: base(hitObject)
{
HitObject = hitObject;
Anchor = Anchor.BottomLeft;
}
}
public abstract class DrawableCatchHitObject : DrawableHitObject<CatchHitObject>
{
public virtual bool CanBePlated => false;
public virtual bool StaysOnPlate => CanBePlated;
2018-04-13 17:19:50 +08:00
protected DrawableCatchHitObject(CatchHitObject hitObject)
: base(hitObject)
{
RelativePositionAxes = Axes.X;
X = hitObject.X;
}
public Func<CatchHitObject, bool> CheckPosition;
protected override void CheckForResult(bool userTriggered, double timeOffset)
2018-04-13 17:19:50 +08:00
{
if (CheckPosition == null) return;
if (timeOffset >= 0 && Result != null)
ApplyResult(r => r.Type = CheckPosition.Invoke(HitObject) ? HitResult.Perfect : HitResult.Miss);
2018-04-13 17:19:50 +08:00
}
protected override bool UseTransformStateManagement => false;
2018-04-13 17:19:50 +08:00
protected override void UpdateState(ArmedState state)
{
// TODO: update to use new state management.
2019-06-28 16:34:04 +08:00
using (BeginAbsoluteSequence(HitObject.StartTime - HitObject.TimePreempt))
2018-04-13 17:19:50 +08:00
this.FadeIn(200);
var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
using (BeginAbsoluteSequence(endTime, true))
{
switch (state)
{
case ArmedState.Miss:
this.FadeOut(250).RotateTo(Rotation * 2, 250, Easing.Out).Expire();
break;
2019-04-01 11:44:46 +08:00
2018-04-13 17:19:50 +08:00
case ArmedState.Hit:
this.FadeOut().Expire();
break;
}
}
}
}
}