// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using osu.Framework.Allocation; using osu.Framework.Configuration; using osu.Framework.Graphics; using osu.Game.Rulesets.Mania.UI; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.UI.Scrolling; namespace osu.Game.Rulesets.Mania.Objects.Drawables { public abstract class DrawableManiaHitObject : DrawableHitObject where TObject : ManiaHitObject { /// /// The key that will trigger input for this hit object. /// protected ManiaAction Action { get; } public new TObject HitObject; protected readonly IBindable Direction = new Bindable(); protected DrawableManiaHitObject(TObject hitObject, ManiaAction? action = null) : base(hitObject) { HitObject = hitObject; if (action != null) Action = action.Value; } [BackgroundDependencyLoader] private void load(IScrollingInfo scrollingInfo) { Direction.BindTo(scrollingInfo.Direction); Direction.BindValueChanged(OnDirectionChanged, true); } protected virtual void OnDirectionChanged(ScrollingDirection direction) { Anchor = direction == ScrollingDirection.Up ? Anchor.TopCentre : Anchor.BottomCentre; Origin = Anchor; } protected override void UpdateState(ArmedState state) { switch (state) { case ArmedState.Miss: this.FadeOut(150, Easing.In).Expire(); break; case ArmedState.Hit: this.FadeOut(150, Easing.OutQuint).Expire(); break; } } } }