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osu-lazer/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs
Dan Balasescu 1d680b7a00
Better english
Co-Authored-By: Dean Herbert <pe@ppy.sh>
2020-03-18 19:13:25 +09:00

67 lines
2.7 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Framework.Graphics;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Osu.Judgements;
using osu.Game.Graphics.Containers;
namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
public class DrawableOsuHitObject : DrawableHitObject<OsuHitObject>
{
private readonly ShakeContainer shakeContainer;
// Must be set to update IsHovered as it's used in relax mdo to detect osu hit objects.
public override bool HandlePositionalInput => true;
/// <summary>
/// Whether this <see cref="DrawableOsuHitObject"/> can be hit.
/// If non-null, judgements will be ignored (resulting in a shake) whilst the function returns false.
/// </summary>
public Func<DrawableOsuHitObject, bool> CheckHittable;
protected DrawableOsuHitObject(OsuHitObject hitObject)
: base(hitObject)
{
base.AddInternal(shakeContainer = new ShakeContainer
{
ShakeDuration = 30,
RelativeSizeAxes = Axes.Both
});
Alpha = 0;
}
// Forward all internal management to shakeContainer.
// 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)
protected override void AddInternal(Drawable drawable) => shakeContainer.Add(drawable);
protected override void ClearInternal(bool disposeChildren = true) => shakeContainer.Clear(disposeChildren);
protected override bool RemoveInternal(Drawable drawable) => shakeContainer.Remove(drawable);
protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt;
private OsuInputManager osuActionInputManager;
internal OsuInputManager OsuActionInputManager => osuActionInputManager ??= GetContainingInputManager() as OsuInputManager;
protected virtual void Shake(double maximumLength) => shakeContainer.Shake(maximumLength);
protected override void UpdateStateTransforms(ArmedState state)
{
base.UpdateStateTransforms(state);
switch (state)
{
case ArmedState.Idle:
// Manually set to reduce the number of future alive objects to a bare minimum.
LifetimeStart = HitObject.StartTime - HitObject.TimePreempt;
break;
}
}
protected override JudgementResult CreateResult(Judgement judgement) => new OsuJudgementResult(HitObject, judgement);
}
}