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osu-lazer/Templates/Rulesets/ruleset-scrolling-example/osu.Game.Rulesets.Pippidon/Objects/Drawables/DrawablePippidonHitObject.cs
2022-11-27 00:00:27 +09:00

76 lines
2.5 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.Collections.Generic;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Game.Audio;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Pippidon.UI;
using osu.Game.Rulesets.Scoring;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Pippidon.Objects.Drawables
{
public partial class DrawablePippidonHitObject : DrawableHitObject<PippidonHitObject>
{
private BindableNumber<int> currentLane;
public DrawablePippidonHitObject(PippidonHitObject hitObject)
: base(hitObject)
{
Size = new Vector2(40);
Origin = Anchor.Centre;
Y = hitObject.Lane * PippidonPlayfield.LANE_HEIGHT;
}
[BackgroundDependencyLoader]
private void load(PippidonPlayfield playfield, TextureStore textures)
{
AddInternal(new Sprite
{
RelativeSizeAxes = Axes.Both,
Texture = textures.Get("coin"),
});
currentLane = playfield.CurrentLane.GetBoundCopy();
}
public override IEnumerable<HitSampleInfo> GetSamples() => new[]
{
new HitSampleInfo(HitSampleInfo.HIT_NORMAL, SampleControlPoint.DEFAULT_BANK)
};
protected override void CheckForResult(bool userTriggered, double timeOffset)
{
if (timeOffset >= 0)
ApplyResult(r => r.Type = currentLane.Value == HitObject.Lane ? HitResult.Perfect : HitResult.Miss);
}
protected override void UpdateHitStateTransforms(ArmedState state)
{
switch (state)
{
case ArmedState.Hit:
this.ScaleTo(5, 1500, Easing.OutQuint).FadeOut(1500, Easing.OutQuint).Expire();
break;
case ArmedState.Miss:
const double duration = 1000;
this.ScaleTo(0.8f, duration, Easing.OutQuint);
this.MoveToOffset(new Vector2(0, 10), duration, Easing.In);
this.FadeColour(Color4.Red, duration / 2, Easing.OutQuint).Then().FadeOut(duration / 2, Easing.InQuint).Expire();
break;
}
}
}
}