// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Types; namespace osu.Game.Rulesets.Catch.Objects { public abstract class CatchHitObject : HitObject, IHasXPosition, IHasComboInformation { public const double OBJECT_RADIUS = 44; public float X { get; set; } public double TimePreempt = 1000; public int IndexInBeatmap { get; set; } public virtual FruitVisualRepresentation VisualRepresentation => (FruitVisualRepresentation)(ComboIndex % 4); public virtual bool NewCombo { get; set; } public int ComboOffset { get; set; } public int IndexInCurrentCombo { get; set; } public int ComboIndex { get; set; } /// /// 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; } /// /// The next fruit starts a new combo. Used for explodey. /// public virtual bool LastInCombo { get; set; } 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; } protected override HitWindows CreateHitWindows() => null; } public enum FruitVisualRepresentation { Pear, Grape, Raspberry, Pineapple, Banana // banananananannaanana } }