mirror of
https://github.com/ppy/osu.git
synced 2024-12-27 01:03:21 +08:00
4afe83e74e
This exposes LifetimeOffset from DrawableHitObject which is used by the XSRG rulesets to adjust the life time range by the VisibleTimeRange.
99 lines
2.8 KiB
C#
99 lines
2.8 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
|
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
|
|
|
using System;
|
|
using OpenTK.Graphics;
|
|
using OpenTK.Input;
|
|
using osu.Framework.Configuration;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Input;
|
|
using osu.Game.Rulesets.Mania.Judgements;
|
|
using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces;
|
|
using osu.Game.Rulesets.Objects.Drawables;
|
|
|
|
namespace osu.Game.Rulesets.Mania.Objects.Drawables
|
|
{
|
|
/// <summary>
|
|
/// Visualises a <see cref="Note"/> hit object.
|
|
/// </summary>
|
|
public class DrawableNote : DrawableManiaHitObject<Note>
|
|
{
|
|
private readonly NotePiece headPiece;
|
|
|
|
public DrawableNote(Note hitObject, Bindable<Key> key = null)
|
|
: base(hitObject, key)
|
|
{
|
|
RelativeSizeAxes = Axes.X;
|
|
Height = 100;
|
|
|
|
Add(headPiece = new NotePiece
|
|
{
|
|
Anchor = Anchor.TopCentre,
|
|
Origin = Anchor.TopCentre
|
|
});
|
|
}
|
|
|
|
public override Color4 AccentColour
|
|
{
|
|
get { return base.AccentColour; }
|
|
set
|
|
{
|
|
if (base.AccentColour == value)
|
|
return;
|
|
base.AccentColour = value;
|
|
|
|
headPiece.AccentColour = value;
|
|
}
|
|
}
|
|
|
|
protected override void CheckJudgement(bool userTriggered)
|
|
{
|
|
if (!userTriggered)
|
|
{
|
|
if (Judgement.TimeOffset > HitObject.HitWindows.Bad / 2)
|
|
Judgement.Result = HitResult.Miss;
|
|
return;
|
|
}
|
|
|
|
double offset = Math.Abs(Judgement.TimeOffset);
|
|
|
|
if (offset > HitObject.HitWindows.Miss / 2)
|
|
return;
|
|
|
|
ManiaHitResult? tmpResult = HitObject.HitWindows.ResultFor(offset);
|
|
|
|
if (tmpResult.HasValue)
|
|
{
|
|
Judgement.Result = HitResult.Hit;
|
|
Judgement.ManiaResult = tmpResult.Value;
|
|
}
|
|
else
|
|
Judgement.Result = HitResult.Miss;
|
|
}
|
|
|
|
protected override void UpdateState(ArmedState state)
|
|
{
|
|
switch (State)
|
|
{
|
|
case ArmedState.Hit:
|
|
Colour = Color4.Green;
|
|
break;
|
|
}
|
|
}
|
|
|
|
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
|
|
{
|
|
if (Judgement.Result != HitResult.None)
|
|
return false;
|
|
|
|
if (args.Key != Key)
|
|
return false;
|
|
|
|
if (args.Repeat)
|
|
return false;
|
|
|
|
return UpdateJudgement(true);
|
|
}
|
|
}
|
|
}
|