// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Primitives; using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Osu.Judgements; using osu.Game.Rulesets.Scoring; using osuTK; using osuTK.Graphics; namespace osu.Game.Rulesets.Osu.Objects.Drawables { public abstract class DrawableOsuHitObject : DrawableHitObject { public readonly IBindable PositionBindable = new Bindable(); public readonly IBindable StackHeightBindable = new Bindable(); public readonly IBindable ScaleBindable = new BindableFloat(); public readonly IBindable IndexInCurrentComboBindable = new Bindable(); // Must be set to update IsHovered as it's used in relax mod to detect osu hit objects. public override bool HandlePositionalInput => true; protected override float SamplePlaybackPosition => CalculateDrawableRelativePosition(this); /// /// Whether this can be hit, given a time value. /// If non-null, judgements will be ignored (resulting in a shake) whilst the function returns false. /// public Func CheckHittable; protected DrawableOsuHitObject(OsuHitObject hitObject) : base(hitObject) { } [BackgroundDependencyLoader] private void load() { Alpha = 0; } protected override void OnApply() { base.OnApply(); IndexInCurrentComboBindable.BindTo(HitObject.IndexInCurrentComboBindable); PositionBindable.BindTo(HitObject.PositionBindable); StackHeightBindable.BindTo(HitObject.StackHeightBindable); ScaleBindable.BindTo(HitObject.ScaleBindable); } protected override void OnFree() { base.OnFree(); IndexInCurrentComboBindable.UnbindFrom(HitObject.IndexInCurrentComboBindable); PositionBindable.UnbindFrom(HitObject.PositionBindable); StackHeightBindable.UnbindFrom(HitObject.StackHeightBindable); ScaleBindable.UnbindFrom(HitObject.ScaleBindable); } protected override void UpdateInitialTransforms() { base.UpdateInitialTransforms(); double missWindow = HitObject.HitWindows.WindowFor(HitResult.Miss); // Of note, no one noticed this was missing for years, but it definitely feels like it should still exist. // For now this is applied across all skins, and matches stable. // For simplicity, dim colour is applied to the DrawableHitObject itself. // We may need to make a nested container setup if this even causes a usage conflict (ie. with a mod). this.FadeColour(new Color4(195, 195, 195, 255)); using (BeginDelayedSequence(InitialLifetimeOffset - missWindow)) this.FadeColour(Color4.White, 100); } protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt; private OsuInputManager osuActionInputManager; internal OsuInputManager OsuActionInputManager => osuActionInputManager ??= GetContainingInputManager() as OsuInputManager; /// /// Shake the hit object in case it was clicked far too early or late (aka "note lock"). /// public virtual void Shake() { } /// /// Causes this to get missed, disregarding all conditions in implementations of . /// public void MissForcefully() => ApplyResult(r => r.Type = r.Judgement.MinResult); private RectangleF parentScreenSpaceRectangle => ((DrawableOsuHitObject)ParentHitObject)?.parentScreenSpaceRectangle ?? Parent.ScreenSpaceDrawQuad.AABBFloat; /// /// Calculates the position of the given relative to the playfield area. /// /// The drawable to calculate its relative position. protected float CalculateDrawableRelativePosition(Drawable drawable) => (drawable.ScreenSpaceDrawQuad.Centre.X - parentScreenSpaceRectangle.X) / parentScreenSpaceRectangle.Width; protected override JudgementResult CreateResult(Judgement judgement) => new OsuJudgementResult(HitObject, judgement); } }