// 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 osu.Framework.Graphics; using osu.Game.Rulesets.Catch.UI; using osu.Game.Rulesets.Objects.Drawables; namespace osu.Game.Rulesets.Catch.Objects.Drawables { public abstract class DrawableCatchHitObject : DrawableHitObject { protected override double InitialLifetimeOffset => HitObject.TimePreempt; public float DisplayRadius => DrawSize.X / 2 * Scale.X * HitObject.Scale; protected override float SamplePlaybackPosition => HitObject.X / CatchPlayfield.WIDTH; protected DrawableCatchHitObject(CatchHitObject hitObject) : base(hitObject) { X = hitObject.X; Anchor = Anchor.BottomLeft; } public Func CheckPosition; public bool IsOnPlate; public override bool RemoveWhenNotAlive => IsOnPlate; protected override void CheckForResult(bool userTriggered, double timeOffset) { if (CheckPosition == null) return; if (timeOffset >= 0 && Result != null) ApplyResult(r => r.Type = CheckPosition.Invoke(HitObject) ? r.Judgement.MaxResult : r.Judgement.MinResult); } protected override void UpdateHitStateTransforms(ArmedState state) { switch (state) { case ArmedState.Miss: this.FadeOut(250).RotateTo(Rotation * 2, 250, Easing.Out); break; case ArmedState.Hit: this.FadeOut(); break; } } } }