// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System; using Newtonsoft.Json; using osu.Framework.Bindables; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Rulesets.Catch.UI; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Scoring; using osuTK; namespace osu.Game.Rulesets.Catch.Objects { public abstract class CatchHitObject : HitObject, IHasPosition, IHasComboInformation { public const float OBJECT_RADIUS = 64; private HitObjectProperty originalX; public Bindable OriginalXBindable => originalX.Bindable; /// /// The horizontal position of the hit object between 0 and . /// /// /// Only setter is exposed. /// Use or to get the horizontal position. /// [JsonIgnore] public float X { set => originalX.Value = value; } private HitObjectProperty xOffset; public Bindable XOffsetBindable => xOffset.Bindable; /// /// A random offset applied to the horizontal position, set by the beatmap processing. /// public float XOffset { get => xOffset.Value; set => xOffset.Value = value; } /// /// The horizontal position of the hit object between 0 and . /// /// /// This value is the original value specified in the beatmap, not affected by the beatmap processing. /// Use for a gameplay. /// public float OriginalX { get => originalX.Value; set => originalX.Value = value; } /// /// The effective horizontal position of the hit object between 0 and . /// /// /// This value is the original value plus the offset applied by the beatmap processing. /// Use if a value not affected by the offset is desired. /// public float EffectiveX => Math.Clamp(OriginalX + XOffset, 0, CatchPlayfield.WIDTH); public double TimePreempt { get; set; } = 1000; private HitObjectProperty indexInBeatmap; public Bindable IndexInBeatmapBindable => indexInBeatmap.Bindable; public int IndexInBeatmap { get => indexInBeatmap.Value; set => indexInBeatmap.Value = value; } public virtual bool NewCombo { get; set; } public int ComboOffset { get; set; } private HitObjectProperty indexInCurrentCombo; public Bindable IndexInCurrentComboBindable => indexInCurrentCombo.Bindable; public int IndexInCurrentCombo { get => indexInCurrentCombo.Value; set => indexInCurrentCombo.Value = value; } private HitObjectProperty comboIndex; public Bindable ComboIndexBindable => comboIndex.Bindable; public int ComboIndex { get => comboIndex.Value; set => comboIndex.Value = value; } private HitObjectProperty comboIndexWithOffsets; public Bindable ComboIndexWithOffsetsBindable => comboIndexWithOffsets.Bindable; public int ComboIndexWithOffsets { get => comboIndexWithOffsets.Value; set => comboIndexWithOffsets.Value = value; } private HitObjectProperty lastInCombo; public Bindable LastInComboBindable => lastInCombo.Bindable; /// /// The next fruit starts a new combo. Used for explodey. /// public virtual bool LastInCombo { get => lastInCombo.Value; set => lastInCombo.Value = value; } private HitObjectProperty scale = new HitObjectProperty(1); public Bindable ScaleBindable => scale.Bindable; public float Scale { get => scale.Value; set => scale.Value = value; } /// /// The seed value used for visual randomness such as fruit rotation. /// The value is truncated to an integer. /// public int RandomSeed => (int)StartTime; protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty) { base.ApplyDefaultsToSelf(controlPointInfo, difficulty); TimePreempt = (float)IBeatmapDifficultyInfo.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450); Scale = (1.0f - 0.7f * (difficulty.CircleSize - 5) / 5) / 2; } protected override HitWindows CreateHitWindows() => HitWindows.Empty; #region Hit object conversion // The half of the height of the osu! playfield. public const float DEFAULT_LEGACY_CONVERT_Y = 192; /// /// The Y position of the hit object is not used in the normal osu!catch gameplay. /// It is preserved to maximize the backward compatibility with the legacy editor, in which the mappers use the Y position to organize the patterns. /// public float LegacyConvertedY { get; set; } = DEFAULT_LEGACY_CONVERT_Y; float IHasXPosition.X => OriginalX; float IHasYPosition.Y => LegacyConvertedY; Vector2 IHasPosition.Position => new Vector2(OriginalX, LegacyConvertedY); #endregion } }