// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using osuTK; using osuTK.Graphics; using osu.Framework.Graphics; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Scoring; using osu.Game.Skinning; namespace osu.Game.Rulesets.Catch.Objects.Drawable { public abstract class PalpableCatchHitObject : DrawableCatchHitObject where TObject : CatchHitObject { public override bool CanBePlated => true; protected PalpableCatchHitObject(TObject hitObject) : base(hitObject) { Scale = new Vector2(HitObject.Scale); } } public abstract class DrawableCatchHitObject : DrawableCatchHitObject where TObject : CatchHitObject { public new TObject HitObject; protected DrawableCatchHitObject(TObject hitObject) : base(hitObject) { HitObject = hitObject; Anchor = Anchor.BottomLeft; } } public abstract class DrawableCatchHitObject : DrawableHitObject { public virtual bool CanBePlated => false; public virtual bool StaysOnPlate => CanBePlated; protected DrawableCatchHitObject(CatchHitObject hitObject) : base(hitObject) { RelativePositionAxes = Axes.X; X = hitObject.X; } public Func CheckPosition; protected override void CheckForResult(bool userTriggered, double timeOffset) { if (CheckPosition == null) return; if (timeOffset >= 0 && Result != null) ApplyResult(r => r.Type = CheckPosition.Invoke(HitObject) ? HitResult.Perfect : HitResult.Miss); } protected override void SkinChanged(ISkinSource skin, bool allowFallback) { base.SkinChanged(skin, allowFallback); if (HitObject is IHasComboInformation combo) AccentColour = skin.GetValue(s => s.ComboColours.Count > 0 ? s.ComboColours[combo.ComboIndex % s.ComboColours.Count] : (Color4?)null) ?? Color4.White; } protected override void UpdateState(ArmedState state) { using (BeginAbsoluteSequence(HitObject.StartTime - HitObject.TimePreempt)) this.FadeIn(200); var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime; using (BeginAbsoluteSequence(endTime, true)) { switch (state) { case ArmedState.Miss: this.FadeOut(250).RotateTo(Rotation * 2, 250, Easing.Out).Expire(); break; case ArmedState.Hit: this.FadeOut().Expire(); break; } } } } }