//Copyright (c) 2007-2016 ppy Pty Ltd . //Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using osu.Framework; using osu.Framework.Graphics.Containers; using osu.Game.Beatmaps.Objects.Osu.Drawable; namespace osu.Game.Beatmaps.Objects { public abstract class DrawableHitObject : Container, IStateful { //todo: move to a more central implementation. this logic should not be at a drawable level. public Action OnHit; public Action OnMiss; public Func AllowHit; public HitObject HitObject; public DrawableHitObject(HitObject hitObject) { HitObject = hitObject; Depth = -(float)hitObject.StartTime; } private ArmedState state; public ArmedState State { get { return state; } set { if (state == value) return; state = value; UpdateState(state); } } protected double? HitTime; protected virtual bool Hit() { if (State != ArmedState.Disarmed) return false; if (AllowHit?.Invoke(this) == false) return false; HitTime = Time.Current; State = ArmedState.Armed; return true; } protected override void LoadComplete() { base.LoadComplete(); UpdateState(state); } private bool counted; protected override void Update() { base.Update(); if (Time.Current >= HitObject.EndTime && !counted) { counted = true; if (state == ArmedState.Armed) OnHit?.Invoke(this); else OnMiss?.Invoke(this); } } protected abstract void UpdateState(ArmedState state); } public enum ArmedState { Disarmed, Armed } }