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51cae24a26
Doesn't restrict direction yet. Also improves readability of fruit catch detection.
48 lines
1.5 KiB
C#
48 lines
1.5 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using OpenTK.Graphics;
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namespace osu.Game.Rulesets.Catch.Objects
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{
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public abstract class CatchHitObject : HitObject, IHasXPosition, IHasCombo
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{
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public const double OBJECT_RADIUS = 44;
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public float X { get; set; }
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public Color4 ComboColour { get; set; } = Color4.Gray;
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public int ComboIndex { get; set; }
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public virtual bool NewCombo { get; set; }
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/// <summary>
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/// The next fruit starts a new combo. Used for explodey.
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/// </summary>
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public virtual bool LastInCombo { get; set; }
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public float Scale { get; set; } = 1;
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/// <summary>
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/// Whether this fruit can initiate a hyperdash.
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/// </summary>
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public bool HyperDash => HyperDashTarget != null;
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/// <summary>
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/// The target fruit if we are to initiate a hyperdash.
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/// </summary>
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public CatchHitObject HyperDashTarget;
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public override void ApplyDefaults(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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base.ApplyDefaults(controlPointInfo, difficulty);
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Scale = 1.0f - 0.7f * (difficulty.CircleSize - 5) / 5;
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}
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}
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}
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