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osu-lazer/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.ComponentModel;
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using osu.Game.Rulesets.Objects.Drawables;
using osu.Framework.Graphics;
using System.Linq;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
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public class DrawableOsuHitObject : DrawableHitObject<OsuHitObject>
{
public const float TIME_PREEMPT = 600;
public const float TIME_FADEIN = 400;
public const float TIME_FADEOUT = 500;
protected DrawableOsuHitObject(OsuHitObject hitObject)
: base(hitObject)
{
AccentColour = HitObject.ComboColour;
Alpha = 0;
}
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protected sealed override void UpdateState(ArmedState state)
{
double transformTime = HitObject.StartTime - TIME_PREEMPT;
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base.ApplyTransformsAt(transformTime, true);
base.ClearTransformsAfter(transformTime, true);
using (BeginAbsoluteSequence(transformTime, true))
{
UpdatePreemptState();
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using (BeginDelayedSequence(TIME_PREEMPT + (Judgements.FirstOrDefault()?.TimeOffset ?? 0), true))
UpdateCurrentState(state);
}
}
protected virtual void UpdatePreemptState()
{
this.FadeIn(TIME_FADEIN);
}
protected virtual void UpdateCurrentState(ArmedState state)
{
}
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// Todo: At some point we need to move these to DrawableHitObject after ensuring that all other Rulesets apply
// transforms in the same way and don't rely on them not being cleared
public override void ClearTransformsAfter(double time, bool propagateChildren = false, string targetMember = null) { }
public override void ApplyTransformsAt(double time, bool propagateChildren = false) { }
private OsuInputManager osuActionInputManager;
internal OsuInputManager OsuActionInputManager => osuActionInputManager ?? (osuActionInputManager = GetContainingInputManager() as OsuInputManager);
}
public enum ComboResult
{
[Description(@"")]
None,
[Description(@"Good")]
Good,
[Description(@"Amazing")]
Perfect
}
}