// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using osu.Framework.Graphics; using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Objects.Drawables; using OpenTK; using osu.Game.Rulesets.Scoring; namespace osu.Game.Rulesets.Catch.Objects.Drawable { public abstract class DrawableCatchHitObject : DrawableCatchHitObject where TObject : CatchHitObject { public new TObject HitObject; protected DrawableCatchHitObject(TObject hitObject) : base(hitObject) { HitObject = hitObject; Scale = new Vector2(HitObject.Scale); } } public abstract class DrawableCatchHitObject : DrawableHitObject { protected DrawableCatchHitObject(CatchHitObject hitObject) : base(hitObject) { RelativePositionAxes = Axes.X; X = hitObject.X; } public Func CheckPosition; protected override void CheckForJudgements(bool userTriggered, double timeOffset) { if (timeOffset > 0) AddJudgement(new Judgement { Result = CheckPosition?.Invoke(HitObject) ?? false ? HitResult.Perfect : HitResult.Miss }); } private const float preempt = 1000; protected override void UpdateState(ArmedState state) { using (BeginAbsoluteSequence(HitObject.StartTime - preempt)) { // animation this.FadeIn(200); } switch (state) { case ArmedState.Miss: using (BeginAbsoluteSequence(HitObject.StartTime, true)) this.FadeOut(250).RotateTo(Rotation * 2, 250, Easing.Out); break; } } } }