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mirror of https://github.com/ppy/osu.git synced 2025-01-12 17:43:05 +08:00

Create an abstract base class for drawable catch objects

This commit is contained in:
Dean Herbert 2017-10-09 19:42:55 +09:00
parent b1a2da58bc
commit 26215b4488
3 changed files with 72 additions and 61 deletions

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@ -0,0 +1,50 @@
// 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;
using osu.Framework.Graphics;
using osu.Framework.MathUtils;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Drawables;
namespace osu.Game.Rulesets.Catch.Objects.Drawable
{
public abstract class DrawableCatchHitObject : DrawableScrollingHitObject<CatchBaseHit>
{
protected DrawableCatchHitObject(CatchBaseHit hitObject)
: base(hitObject)
{
Origin = Anchor.Centre;
RelativePositionAxes = Axes.Both;
X = hitObject.X;
Rotation = (float)(RNG.NextDouble() - 0.5f) * 40;
}
public Func<CatchBaseHit, bool> CheckPosition;
protected override void CheckForJudgements(bool userTriggered, double timeOffset)
{
if (timeOffset > 0)
AddJudgement(new Judgement { Result = CheckPosition?.Invoke(HitObject) ?? false ? HitResult.Perfect : HitResult.Miss });
}
private const float preempt = 1000;
protected override void UpdateState(ArmedState state)
{
using (BeginAbsoluteSequence(HitObject.StartTime - preempt))
{
// animation
this.FadeIn(200);
}
switch (state)
{
case ArmedState.Miss:
using (BeginAbsoluteSequence(HitObject.StartTime, true))
this.FadeOut(250).RotateTo(Rotation * 2, 250, Easing.Out);
break;
}
}
}
}

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@ -1,72 +1,29 @@
// 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;
using osu.Framework.Allocation;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.MathUtils;
using osu.Game.Graphics;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Drawables;
using OpenTK;
using OpenTK.Graphics;
namespace osu.Game.Rulesets.Catch.Objects.Drawable
{
public class DrawableFruit : DrawableScrollingHitObject<CatchBaseHit>
public class DrawableFruit : DrawableCatchHitObject
{
private const float pulp_size = 20;
private class Pulp : Circle, IHasAccentColour
{
public Pulp()
{
Size = new Vector2(pulp_size);
Blending = BlendingMode.Additive;
Colour = Color4.White.Opacity(0.9f);
}
private Color4 accentColour;
public Color4 AccentColour
{
get { return accentColour; }
set
{
accentColour = value;
EdgeEffect = new EdgeEffectParameters
{
Type = EdgeEffectType.Glow,
Radius = 5,
Colour = accentColour.Lighten(100),
};
}
}
}
public DrawableFruit(CatchBaseHit h)
: base(h)
{
Origin = Anchor.Centre;
Size = new Vector2(pulp_size * 2.2f, pulp_size * 2.8f);
RelativePositionAxes = Axes.Both;
X = h.X;
AccentColour = HitObject.ComboColour;
Masking = false;
Rotation = (float)(RNG.NextDouble() - 0.5f) * 40;
}
public Func<CatchBaseHit, bool> CheckPosition;
[BackgroundDependencyLoader]
private void load()
{
@ -115,28 +72,31 @@ namespace osu.Game.Rulesets.Catch.Objects.Drawable
};
}
private const float preempt = 1000;
protected override void CheckForJudgements(bool userTriggered, double timeOffset)
private class Pulp : Circle, IHasAccentColour
{
if (timeOffset > 0)
AddJudgement(new Judgement { Result = CheckPosition?.Invoke(HitObject) ?? false ? HitResult.Perfect : HitResult.Miss });
}
protected override void UpdateState(ArmedState state)
{
using (BeginAbsoluteSequence(HitObject.StartTime - preempt))
public Pulp()
{
// animation
this.FadeIn(200);
Size = new Vector2(pulp_size);
Blending = BlendingMode.Additive;
Colour = Color4.White.Opacity(0.9f);
}
switch (state)
private Color4 accentColour;
public Color4 AccentColour
{
case ArmedState.Miss:
using (BeginAbsoluteSequence(HitObject.StartTime, true))
this.FadeOut(250).RotateTo(Rotation * 2, 250, Easing.Out);
break;
get { return accentColour; }
set
{
accentColour = value;
EdgeEffect = new EdgeEffectParameters
{
Type = EdgeEffectType.Glow,
Radius = 5,
Colour = accentColour.Lighten(100),
};
}
}
}
}

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@ -50,6 +50,7 @@
<Compile Include="Beatmaps\CatchBeatmapProcessor.cs" />
<Compile Include="CatchDifficultyCalculator.cs" />
<Compile Include="CatchInputManager.cs" />
<Compile Include="Objects\Drawable\DrawableCatchHitObject.cs" />
<Compile Include="Scoring\CatchScoreProcessor.cs" />
<Compile Include="Judgements\CatchJudgement.cs" />
<Compile Include="Objects\CatchBaseHit.cs" />