// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. 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; namespace osu.Game.Rulesets.Catch.Objects { public abstract class CatchHitObject : HitObject, IHasXPosition, IHasComboInformation { public const float OBJECT_RADIUS = 64; public readonly Bindable OriginalXBindable = new 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 => OriginalXBindable.Value = value; } float IHasXPosition.X => OriginalXBindable.Value; public readonly Bindable XOffsetBindable = new Bindable(); /// /// A random offset applied to the horizontal position, set by the beatmap processing. /// public float XOffset { get => XOffsetBindable.Value; set => XOffsetBindable.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 => OriginalXBindable.Value; set => OriginalXBindable.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 => OriginalX + XOffset; public double TimePreempt { get; set; } = 1000; public readonly Bindable IndexInBeatmapBindable = new Bindable(); public int IndexInBeatmap { get => IndexInBeatmapBindable.Value; set => IndexInBeatmapBindable.Value = value; } 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; } 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 readonly Bindable ScaleBindable = new Bindable(1); public float Scale { get => ScaleBindable.Value; set => ScaleBindable.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, 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; } }