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86 lines
3.7 KiB
C#
86 lines
3.7 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 System;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Skinning;
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using OpenTK.Graphics;
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using osu.Game.Graphics.Containers;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableOsuHitObject : DrawableHitObject<OsuHitObject>
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{
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public override bool IsPresent => base.IsPresent || State.Value == ArmedState.Idle && Clock?.CurrentTime >= HitObject.StartTime - HitObject.TimePreempt;
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private readonly ShakeContainer shakeContainer;
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protected DrawableOsuHitObject(OsuHitObject hitObject)
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: base(hitObject)
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{
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base.AddInternal(shakeContainer = new ShakeContainer { RelativeSizeAxes = Axes.Both });
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Alpha = 0;
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}
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// Forward all internal management to shakeContainer.
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// This is a bit ugly but we don't have the concept of InternalContent so it'll have to do for now. (https://github.com/ppy/osu-framework/issues/1690)
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protected override void AddInternal(Drawable drawable) => shakeContainer.Add(drawable);
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protected override void ClearInternal(bool disposeChildren = true) => shakeContainer.Clear(disposeChildren);
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protected override bool RemoveInternal(Drawable drawable) => shakeContainer.Remove(drawable);
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protected sealed override void UpdateState(ArmedState state)
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{
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double transformTime = HitObject.StartTime - HitObject.TimePreempt;
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base.ApplyTransformsAt(transformTime, true);
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base.ClearTransformsAfter(transformTime, true);
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using (BeginAbsoluteSequence(transformTime, true))
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{
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UpdatePreemptState();
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var judgementOffset = Math.Min(HitObject.HitWindows.HalfWindowFor(HitResult.Miss), Result?.TimeOffset ?? 0);
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using (BeginDelayedSequence(HitObject.TimePreempt + judgementOffset, true))
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UpdateCurrentState(state);
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}
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}
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protected override void SkinChanged(ISkinSource skin, bool allowFallback)
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{
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base.SkinChanged(skin, allowFallback);
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if (HitObject is IHasComboInformation combo)
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AccentColour = skin.GetValue<SkinConfiguration, Color4>(s => s.ComboColours.Count > 0 ? s.ComboColours[combo.ComboIndex % s.ComboColours.Count] : (Color4?)null) ?? Color4.White;
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}
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protected virtual void UpdatePreemptState() => this.FadeIn(HitObject.TimeFadeIn);
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protected virtual void UpdateCurrentState(ArmedState state)
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{
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}
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// Todo: At some point we need to move these to DrawableHitObject after ensuring that all other Rulesets apply
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// transforms in the same way and don't rely on them not being cleared
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public override void ClearTransformsAfter(double time, bool propagateChildren = false, string targetMember = null)
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{
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}
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public override void ApplyTransformsAt(double time, bool propagateChildren = false)
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{
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}
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private OsuInputManager osuActionInputManager;
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internal OsuInputManager OsuActionInputManager => osuActionInputManager ?? (osuActionInputManager = GetContainingInputManager() as OsuInputManager);
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protected virtual void Shake(double maximumLength) => shakeContainer.Shake(maximumLength);
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protected override JudgementResult CreateResult(Judgement judgement) => new OsuJudgementResult(judgement);
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}
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}
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