// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Framework.Bindables; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Rulesets.Catch.Beatmaps; using osu.Game.Rulesets.Catch.UI; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Scoring; namespace osu.Game.Rulesets.Catch.Objects { public abstract class CatchHitObject : HitObject, IHasXPosition, IHasComboInformation { public const float OBJECT_RADIUS = 64; private float x; /// /// The horizontal position of the fruit between 0 and . /// public float X { get => x + XOffset; set => x = value; } /// /// A random offset applied to , set by the . /// internal float XOffset { get; set; } public double TimePreempt = 1000; public int IndexInBeatmap { get; set; } public virtual FruitVisualRepresentation VisualRepresentation => (FruitVisualRepresentation)(IndexInBeatmap % 4); public virtual bool NewCombo { get; set; } public int ComboOffset { get; set; } public Bindable IndexInCurrentComboBindable { get; } = new Bindable(); public int IndexInCurrentCombo { get => IndexInCurrentComboBindable.Value; set => IndexInCurrentComboBindable.Value = value; } public Bindable ComboIndexBindable { get; } = new Bindable(); public int ComboIndex { get => ComboIndexBindable.Value; set => ComboIndexBindable.Value = value; } /// /// Difference between the distance to the next object /// and the distance that would have triggered a hyper dash. /// A value close to 0 indicates a difficult jump (for difficulty calculation). /// public float DistanceToHyperDash { get; set; } public Bindable LastInComboBindable { get; } = new Bindable(); /// /// The next fruit starts a new combo. Used for explodey. /// public virtual bool LastInCombo { get => LastInComboBindable.Value; set => LastInComboBindable.Value = value; } public float Scale { get; set; } = 1; /// /// Whether this fruit can initiate a hyperdash. /// public bool HyperDash => HyperDashTarget != null; /// /// The target fruit if we are to initiate a hyperdash. /// public CatchHitObject HyperDashTarget; protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty) { base.ApplyDefaultsToSelf(controlPointInfo, difficulty); TimePreempt = (float)BeatmapDifficulty.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450); Scale = (1.0f - 0.7f * (difficulty.CircleSize - 5) / 5) / 2; } protected override HitWindows CreateHitWindows() => HitWindows.Empty; } public enum FruitVisualRepresentation { Pear, Grape, Pineapple, Raspberry, Banana // banananananannaanana } }