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