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Add basic miss support
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parent
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commit
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@ -17,6 +17,8 @@ namespace osu.Game.Rulesets.Catch.Objects.Drawable
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{
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{
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internal class DrawableFruit : DrawableScrollingHitObject<CatchBaseHit, CatchJudgement>
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internal class DrawableFruit : DrawableScrollingHitObject<CatchBaseHit, CatchJudgement>
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{
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{
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private Box box;
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private class Pulp : Circle, IHasAccentColour
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private class Pulp : Circle, IHasAccentColour
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{
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{
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public Pulp()
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public Pulp()
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@ -49,10 +51,10 @@ namespace osu.Game.Rulesets.Catch.Objects.Drawable
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{
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{
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Children = new Framework.Graphics.Drawable[]
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Children = new Framework.Graphics.Drawable[]
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{
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{
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new Box
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box = new Box
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{
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{
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.Red,
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Colour = Color4.Blue,
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},
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},
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new Pulp
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new Pulp
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{
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{
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@ -97,6 +99,12 @@ namespace osu.Game.Rulesets.Catch.Objects.Drawable
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private const float preempt = 1000;
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private const float preempt = 1000;
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protected override void CheckJudgement(bool userTriggered)
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{
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if (Judgement.TimeOffset > 0)
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Judgement.Result = HitResult.Miss;
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}
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protected override void UpdateState(ArmedState state)
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protected override void UpdateState(ArmedState state)
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{
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{
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using (BeginAbsoluteSequence(HitObject.StartTime - preempt))
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using (BeginAbsoluteSequence(HitObject.StartTime - preempt))
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@ -104,6 +112,17 @@ namespace osu.Game.Rulesets.Catch.Objects.Drawable
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// animation
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// animation
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this.FadeIn(200);
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this.FadeIn(200);
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}
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}
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switch (state)
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{
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case ArmedState.Miss:
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using (BeginAbsoluteSequence(HitObject.StartTime, true))
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{
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this.FadeOut(250).RotateTo(Rotation * 2, 250, Easing.Out);
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box.FadeColour(Color4.OrangeRed);
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}
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break;
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}
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}
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}
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}
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}
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}
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}
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