// 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 JetBrains.Annotations; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Game.Rulesets.Catch.UI; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Utils; namespace osu.Game.Rulesets.Catch.Objects.Drawables { public abstract class DrawableCatchHitObject : DrawableHitObject { public readonly Bindable XBindable = new Bindable(); protected override double InitialLifetimeOffset => HitObject.TimePreempt; public float DisplayRadius => DrawSize.X / 2 * Scale.X * HitObject.Scale; protected override float SamplePlaybackPosition => HitObject.X / CatchPlayfield.WIDTH; /// /// The seed value used for visual randomness such as fruit rotation. /// By default, truncated to an integer is used. /// public Bindable RandomSeed = new Bindable(); protected DrawableCatchHitObject([CanBeNull] CatchHitObject hitObject) : base(hitObject) { Anchor = Anchor.BottomLeft; } [BackgroundDependencyLoader] private void load() { StartTimeBindable.BindValueChanged(change => { RandomSeed.Value = (int)change.NewValue; }, true); } /// /// Get a random number in range [0,1) based on seed . /// public float RandomSingle(int series) => StatelessRNG.NextSingle(RandomSeed.Value, series); protected override void OnApply() { base.OnApply(); XBindable.BindTo(HitObject.XBindable); } protected override void OnFree() { base.OnFree(); XBindable.UnbindFrom(HitObject.XBindable); } 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; } } } }