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55 lines
1.7 KiB
C#
55 lines
1.7 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Osu.UI
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{
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/// <summary>
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/// Ensures that <see cref="HitObject"/>s are hit in order of appearance. The classic note lock.
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/// <remarks>
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/// Hits will be blocked until the previous <see cref="HitObject"/>s have been judged.
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/// </remarks>
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/// </summary>
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public class ObjectOrderedHitPolicy : IHitPolicy
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{
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public IHitObjectContainer HitObjectContainer { get; set; }
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public bool IsHittable(DrawableHitObject hitObject, double time) => enumerateHitObjectsUpTo(hitObject.HitObject.StartTime).All(obj => obj.AllJudged);
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public void HandleHit(DrawableHitObject hitObject)
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{
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}
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private IEnumerable<DrawableHitObject> enumerateHitObjectsUpTo(double targetTime)
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{
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foreach (var obj in HitObjectContainer.AliveObjects)
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{
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if (obj.HitObject.StartTime >= targetTime)
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yield break;
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switch (obj)
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{
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case DrawableSpinner _:
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continue;
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case DrawableSlider slider:
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yield return slider.HeadCircle;
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break;
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default:
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yield return obj;
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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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}
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