// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System.ComponentModel; using osu.Game.Rulesets.Objects.Drawables; using osu.Framework.Graphics; using System.Linq; namespace osu.Game.Rulesets.Osu.Objects.Drawables { public class DrawableOsuHitObject : DrawableHitObject { public const float TIME_PREEMPT = 600; public const float TIME_FADEIN = 400; /// /// The number of milliseconds used to fade in. /// public double FadeIn = TIME_FADEIN; public override bool IsPresent => base.IsPresent || State.Value == ArmedState.Idle && Time.Current >= HitObject.StartTime - TIME_PREEMPT; protected DrawableOsuHitObject(OsuHitObject hitObject) : base(hitObject) { AccentColour = HitObject.ComboColour; Alpha = 0; } protected sealed override void UpdateState(ArmedState state) { double transformTime = HitObject.StartTime - TIME_PREEMPT; base.ApplyTransformsAt(transformTime, true); base.ClearTransformsAfter(transformTime, true); using (BeginAbsoluteSequence(transformTime, true)) { UpdatePreemptState(); using (BeginDelayedSequence(TIME_PREEMPT + (Judgements.FirstOrDefault()?.TimeOffset ?? 0), true)) UpdateCurrentState(state); } } protected virtual void UpdatePreemptState() => this.FadeIn(FadeIn); protected virtual void UpdateCurrentState(ArmedState state) { } // 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 } }