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osu-lazer/osu.Game.Rulesets.Catch/Objects/CatchHitObject.cs

222 lines
7.7 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 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.Legacy;
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, IHasTimePreempt
{
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 => Math.Clamp(OriginalX + XOffset, 0, CatchPlayfield.WIDTH);
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, PREEMPT_MAX, PREEMPT_MID, PREEMPT_MIN);
Scale = LegacyRulesetExtensions.CalculateScaleFromCircleSize(difficulty.CircleSize);
}
public void UpdateComboInformation(IHasComboInformation? lastObj)
{
// Note that this implementation is shared with the osu! ruleset's implementation.
// If a change is made here, OsuHitObject.cs should also be updated.
ComboIndex = lastObj?.ComboIndex ?? 0;
ComboIndexWithOffsets = lastObj?.ComboIndexWithOffsets ?? 0;
IndexInCurrentCombo = (lastObj?.IndexInCurrentCombo + 1) ?? 0;
if (this is BananaShower)
{
// For the purpose of combo colours, spinners never start a new combo even if they are flagged as doing so.
return;
}
// At decode time, the first hitobject in the beatmap and the first hitobject after a banana shower are both enforced to be a new combo,
// but this isn't directly enforced by the editor so the extra checks against the last hitobject are duplicated here.
if (NewCombo || lastObj == null || lastObj is BananaShower)
{
IndexInCurrentCombo = 0;
ComboIndex++;
ComboIndexWithOffsets += ComboOffset + 1;
if (lastObj != null)
lastObj.LastInCombo = true;
}
}
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>
/// Minimum preempt time at AR=10.
/// </summary>
public const double PREEMPT_MIN = 450;
/// <summary>
/// Median preempt time at AR=5.
/// </summary>
public const double PREEMPT_MID = 1200;
/// <summary>
/// Maximum preempt time at AR=0.
/// </summary>
public const double PREEMPT_MAX = 1800;
/// <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
}
}