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55 lines
1.7 KiB
C#
55 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;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Rulesets.Objects.Drawables;
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namespace osu.Game.Rulesets.Catch.Objects.Drawables
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{
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public abstract class DrawableCatchHitObject : DrawableHitObject<CatchHitObject>
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{
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protected override double InitialLifetimeOffset => HitObject.TimePreempt;
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public float DisplayRadius => DrawSize.X / 2 * Scale.X * HitObject.Scale;
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protected override float SamplePlaybackPosition => HitObject.X / CatchPlayfield.WIDTH;
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protected DrawableCatchHitObject(CatchHitObject hitObject)
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: base(hitObject)
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{
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X = hitObject.X;
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Anchor = Anchor.BottomLeft;
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}
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public Func<CatchHitObject, bool> CheckPosition;
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public bool IsOnPlate;
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public override bool RemoveWhenNotAlive => IsOnPlate;
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
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if (CheckPosition == null) return;
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if (timeOffset >= 0 && Result != null)
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ApplyResult(r => r.Type = CheckPosition.Invoke(HitObject) ? r.Judgement.MaxResult : r.Judgement.MinResult);
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}
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protected override void UpdateHitStateTransforms(ArmedState state)
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{
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switch (state)
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{
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case ArmedState.Miss:
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this.FadeOut(250).RotateTo(Rotation * 2, 250, Easing.Out);
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break;
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case ArmedState.Hit:
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this.FadeOut();
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break;
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}
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}
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}
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}
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