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85 lines
2.1 KiB
C#
85 lines
2.1 KiB
C#
//Copyright (c) 2007-2016 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 System;
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using osu.Framework;
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using osu.Framework.Graphics.Containers;
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namespace osu.Game.Modes.Objects.Drawables
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{
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public abstract class DrawableHitObject : Container, IStateful<ArmedState>
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{
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//todo: move to a more central implementation. this logic should not be at a drawable level.
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public Action<DrawableHitObject> OnHit;
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public Action<DrawableHitObject> OnMiss;
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public Func<DrawableHitObject, bool> AllowHit;
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public Container<DrawableHitObject> ChildObjects;
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public JudgementResult Result;
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public HitObject HitObject;
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public DrawableHitObject(HitObject hitObject)
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{
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HitObject = hitObject;
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Depth = -(float)hitObject.StartTime;
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}
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private ArmedState state;
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public ArmedState State
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{
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get { return state; }
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set
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{
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if (state == value) return;
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state = value;
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UpdateState(state);
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}
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}
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protected double? HitTime;
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protected virtual bool Hit()
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{
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if (State != ArmedState.Disarmed)
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return false;
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if (AllowHit?.Invoke(this) == false)
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return false;
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HitTime = Time.Current;
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State = ArmedState.Armed;
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return true;
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}
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private bool counted;
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protected override void Update()
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{
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base.Update();
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if (Time.Current >= HitObject.EndTime && !counted)
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{
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counted = true;
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if (state == ArmedState.Armed)
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OnHit?.Invoke(this);
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else
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OnMiss?.Invoke(this);
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}
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}
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protected abstract void UpdateState(ArmedState state);
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}
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public enum ArmedState
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{
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Disarmed,
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Armed
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}
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}
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