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49 lines
1.7 KiB
C#
49 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 osu.Framework.Bindables;
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using osu.Game.Rulesets.Objects.Types;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Catch.Objects
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{
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/// <summary>
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/// Represents a single object that can be caught by the catcher.
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/// This includes normal fruits, droplets, and bananas but excludes objects that act only as a container of nested hit objects.
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/// </summary>
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public abstract class PalpableCatchHitObject : CatchHitObject, IHasComboInformation
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{
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/// <summary>
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/// Difference between the distance to the next object
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/// and the distance that would have triggered a hyper dash.
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/// A value close to 0 indicates a difficult jump (for difficulty calculation).
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/// </summary>
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public float DistanceToHyperDash { get; set; }
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public readonly Bindable<bool> HyperDashBindable = new Bindable<bool>();
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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 => HyperDashBindable.Value;
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private CatchHitObject hyperDashTarget;
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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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{
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get => hyperDashTarget;
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set
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{
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hyperDashTarget = value;
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HyperDashBindable.Value = value != null;
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}
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}
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Color4 IHasComboInformation.GetComboColour(IReadOnlyList<Color4> comboColours) => comboColours[(IndexInBeatmap + 1) % comboColours.Count];
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}
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}
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