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60 lines
1.9 KiB
C#
60 lines
1.9 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Mania.UI;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.UI.Scrolling;
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namespace osu.Game.Rulesets.Mania.Objects.Drawables
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{
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public abstract class DrawableManiaHitObject<TObject> : DrawableHitObject<ManiaHitObject>
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where TObject : ManiaHitObject
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{
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/// <summary>
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/// The key that will trigger input for this hit object.
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/// </summary>
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protected ManiaAction Action { get; }
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public new TObject HitObject;
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protected readonly IBindable<ScrollingDirection> Direction = new Bindable<ScrollingDirection>();
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protected DrawableManiaHitObject(TObject hitObject, ManiaAction? action = null)
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: base(hitObject)
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{
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HitObject = hitObject;
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if (action != null)
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Action = action.Value;
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}
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[BackgroundDependencyLoader]
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private void load(IScrollingInfo scrollingInfo)
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{
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Direction.BindTo(scrollingInfo.Direction);
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Direction.BindValueChanged(OnDirectionChanged, true);
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}
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protected virtual void OnDirectionChanged(ScrollingDirection direction)
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{
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Anchor = Origin = direction == ScrollingDirection.Up ? Anchor.TopCentre : Anchor.BottomCentre;
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}
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protected override void UpdateState(ArmedState state)
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{
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switch (state)
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{
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case ArmedState.Miss:
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this.FadeOut(150, Easing.In).Expire();
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break;
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case ArmedState.Hit:
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this.FadeOut(150, Easing.OutQuint).Expire();
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break;
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}
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}
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}
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}
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