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osu-lazer/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs

77 lines
2.9 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.ComponentModel;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Framework.Graphics;
using System.Linq;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Scoring;
using osu.Game.Skinning;
using OpenTK.Graphics;
namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
public class DrawableOsuHitObject : DrawableHitObject<OsuHitObject>
{
public override bool IsPresent => base.IsPresent || State.Value == ArmedState.Idle && Time.Current >= HitObject.StartTime - HitObject.TimePreempt;
protected DrawableOsuHitObject(OsuHitObject hitObject)
: base(hitObject)
{
Alpha = 0;
}
protected sealed override void UpdateState(ArmedState state)
{
double transformTime = HitObject.StartTime - HitObject.TimePreempt;
base.ApplyTransformsAt(transformTime, true);
base.ClearTransformsAfter(transformTime, true);
using (BeginAbsoluteSequence(transformTime, true))
{
UpdatePreemptState();
var judgementOffset = Math.Min(HitObject.HitWindows.HalfWindowFor(HitResult.Miss), Judgements.FirstOrDefault()?.TimeOffset ?? 0);
using (BeginDelayedSequence(HitObject.TimePreempt + judgementOffset, true))
UpdateCurrentState(state);
}
}
protected override void SkinChanged(ISkinSource skin, bool allowFallback)
{
base.SkinChanged(skin, allowFallback);
if (HitObject is IHasComboInformation combo)
AccentColour = skin.GetValue<SkinConfiguration, Color4>(s => s.ComboColours.Count > 0 ? s.ComboColours[combo.ComboIndex % s.ComboColours.Count] : (Color4?)null) ?? Color4.White;
}
protected virtual void UpdatePreemptState() => this.FadeIn(HitObject.TimeFadeIn);
protected virtual void UpdateCurrentState(ArmedState state)
{
}
// Todo: At some point we need to move these to DrawableHitObject after ensuring that all other Rulesets apply
// transforms in the same way and don't rely on them not being cleared
public override void ClearTransformsAfter(double time, bool propagateChildren = false, string targetMember = null) { }
public override void ApplyTransformsAt(double time, bool propagateChildren = false) { }
private OsuInputManager osuActionInputManager;
internal OsuInputManager OsuActionInputManager => osuActionInputManager ?? (osuActionInputManager = GetContainingInputManager() as OsuInputManager);
}
public enum ComboResult
{
[Description(@"")]
None,
[Description(@"Good")]
Good,
[Description(@"Amazing")]
Perfect
}
}