// Copyright (c) 2007-2018 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; using osu.Game.Rulesets.Objects.Types; using osu.Game.Skinning; using OpenTK.Graphics; namespace osu.Game.Rulesets.Osu.Objects.Drawables { public class DrawableOsuHitObject : DrawableHitObject { public override bool IsPresent => base.IsPresent || State.Value == ArmedState.Idle && Time.Current >= HitObject.StartTime - HitObject.TimePreempt; protected DrawableOsuHitObject(OsuHitObject hitObject) : base(hitObject) { Alpha = 0; } protected sealed override void UpdateState(ArmedState state) { double transformTime = HitObject.StartTime - HitObject.TimePreempt; base.ApplyTransformsAt(transformTime, true); base.ClearTransformsAfter(transformTime, true); using (BeginAbsoluteSequence(transformTime, true)) { UpdatePreemptState(); using (BeginDelayedSequence(HitObject.TimePreempt + (Judgements.FirstOrDefault()?.TimeOffset ?? 0), true)) UpdateCurrentState(state); } } 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 virtual void UpdatePreemptState() => this.FadeIn(HitObject.TimeFadein); 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 void Shake() { const int shake_amount = 8; this.MoveToX(Position.X + shake_amount, 20).Then() .MoveToX(Position.X - shake_amount, 20).Then() .MoveToX(Position.X + shake_amount, 20).Then() .MoveToX(Position.X - shake_amount, 20).Then() .MoveToX(Position.X + shake_amount, 20).Then() .MoveToX(Position.X, 20); } } public enum ComboResult { [Description(@"")] None, [Description(@"Good")] Good, [Description(@"Amazing")] Perfect } }