mirror of
https://github.com/ppy/osu.git
synced 2024-12-26 00:42:53 +08:00
180 lines
5.9 KiB
C#
180 lines
5.9 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.
|
|
|
|
#nullable disable
|
|
|
|
using Newtonsoft.Json;
|
|
using osu.Framework.Bindables;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Beatmaps.ControlPoints;
|
|
using osu.Game.Rulesets.Catch.UI;
|
|
using osu.Game.Rulesets.Objects;
|
|
using osu.Game.Rulesets.Objects.Types;
|
|
using osu.Game.Rulesets.Scoring;
|
|
using osuTK;
|
|
|
|
namespace osu.Game.Rulesets.Catch.Objects
|
|
{
|
|
public abstract class CatchHitObject : HitObject, IHasPosition, IHasComboInformation
|
|
{
|
|
public const float OBJECT_RADIUS = 64;
|
|
|
|
private HitObjectProperty<float> originalX;
|
|
|
|
public Bindable<float> OriginalXBindable => originalX.Bindable;
|
|
|
|
/// <summary>
|
|
/// The horizontal position of the hit object between 0 and <see cref="CatchPlayfield.WIDTH"/>.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Only setter is exposed.
|
|
/// Use <see cref="OriginalX"/> or <see cref="EffectiveX"/> to get the horizontal position.
|
|
/// </remarks>
|
|
[JsonIgnore]
|
|
public float X
|
|
{
|
|
set => originalX.Value = value;
|
|
}
|
|
|
|
private HitObjectProperty<float> xOffset;
|
|
|
|
public Bindable<float> XOffsetBindable => xOffset.Bindable;
|
|
|
|
/// <summary>
|
|
/// A random offset applied to the horizontal position, set by the beatmap processing.
|
|
/// </summary>
|
|
public float XOffset
|
|
{
|
|
get => xOffset.Value;
|
|
set => xOffset.Value = value;
|
|
}
|
|
|
|
/// <summary>
|
|
/// The horizontal position of the hit object between 0 and <see cref="CatchPlayfield.WIDTH"/>.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This value is the original <see cref="X"/> value specified in the beatmap, not affected by the beatmap processing.
|
|
/// Use <see cref="EffectiveX"/> for a gameplay.
|
|
/// </remarks>
|
|
public float OriginalX
|
|
{
|
|
get => originalX.Value;
|
|
set => originalX.Value = value;
|
|
}
|
|
|
|
/// <summary>
|
|
/// The effective horizontal position of the hit object between 0 and <see cref="CatchPlayfield.WIDTH"/>.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This value is the original <see cref="X"/> value plus the offset applied by the beatmap processing.
|
|
/// Use <see cref="OriginalX"/> if a value not affected by the offset is desired.
|
|
/// </remarks>
|
|
public float EffectiveX => OriginalX + XOffset;
|
|
|
|
public double TimePreempt { get; set; } = 1000;
|
|
|
|
private HitObjectProperty<int> indexInBeatmap;
|
|
|
|
public Bindable<int> IndexInBeatmapBindable => indexInBeatmap.Bindable;
|
|
|
|
public int IndexInBeatmap
|
|
{
|
|
get => indexInBeatmap.Value;
|
|
set => indexInBeatmap.Value = value;
|
|
}
|
|
|
|
public virtual bool NewCombo { get; set; }
|
|
|
|
public int ComboOffset { get; set; }
|
|
|
|
private HitObjectProperty<int> indexInCurrentCombo;
|
|
|
|
public Bindable<int> IndexInCurrentComboBindable => indexInCurrentCombo.Bindable;
|
|
|
|
public int IndexInCurrentCombo
|
|
{
|
|
get => indexInCurrentCombo.Value;
|
|
set => indexInCurrentCombo.Value = value;
|
|
}
|
|
|
|
private HitObjectProperty<int> comboIndex;
|
|
|
|
public Bindable<int> ComboIndexBindable => comboIndex.Bindable;
|
|
|
|
public int ComboIndex
|
|
{
|
|
get => comboIndex.Value;
|
|
set => comboIndex.Value = value;
|
|
}
|
|
|
|
private HitObjectProperty<int> comboIndexWithOffsets;
|
|
|
|
public Bindable<int> ComboIndexWithOffsetsBindable => comboIndexWithOffsets.Bindable;
|
|
|
|
public int ComboIndexWithOffsets
|
|
{
|
|
get => comboIndexWithOffsets.Value;
|
|
set => comboIndexWithOffsets.Value = value;
|
|
}
|
|
|
|
private HitObjectProperty<bool> lastInCombo;
|
|
|
|
public Bindable<bool> LastInComboBindable => lastInCombo.Bindable;
|
|
|
|
/// <summary>
|
|
/// The next fruit starts a new combo. Used for explodey.
|
|
/// </summary>
|
|
public virtual bool LastInCombo
|
|
{
|
|
get => lastInCombo.Value;
|
|
set => lastInCombo.Value = value;
|
|
}
|
|
|
|
private HitObjectProperty<float> scale = new HitObjectProperty<float>(1);
|
|
|
|
public Bindable<float> ScaleBindable => scale.Bindable;
|
|
|
|
public float Scale
|
|
{
|
|
get => scale.Value;
|
|
set => scale.Value = value;
|
|
}
|
|
|
|
/// <summary>
|
|
/// The seed value used for visual randomness such as fruit rotation.
|
|
/// The value is <see cref="HitObject.StartTime"/> truncated to an integer.
|
|
/// </summary>
|
|
public int RandomSeed => (int)StartTime;
|
|
|
|
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty)
|
|
{
|
|
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
|
|
|
|
TimePreempt = (float)IBeatmapDifficultyInfo.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450);
|
|
|
|
Scale = (1.0f - 0.7f * (difficulty.CircleSize - 5) / 5) / 2;
|
|
}
|
|
|
|
protected override HitWindows CreateHitWindows() => HitWindows.Empty;
|
|
|
|
#region Hit object conversion
|
|
|
|
// The half of the height of the osu! playfield.
|
|
public const float DEFAULT_LEGACY_CONVERT_Y = 192;
|
|
|
|
/// <summary>
|
|
/// The Y position of the hit object is not used in the normal osu!catch gameplay.
|
|
/// It is preserved to maximize the backward compatibility with the legacy editor, in which the mappers use the Y position to organize the patterns.
|
|
/// </summary>
|
|
public float LegacyConvertedY { get; set; } = DEFAULT_LEGACY_CONVERT_Y;
|
|
|
|
float IHasXPosition.X => OriginalX;
|
|
|
|
float IHasYPosition.Y => LegacyConvertedY;
|
|
|
|
Vector2 IHasPosition.Position => new Vector2(OriginalX, LegacyConvertedY);
|
|
|
|
#endregion
|
|
}
|
|
}
|