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68 lines
2.3 KiB
C#
68 lines
2.3 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 System.ComponentModel;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Framework.Graphics;
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using System.Linq;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableOsuHitObject : DrawableHitObject<OsuHitObject>
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{
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public const float TIME_PREEMPT = 600;
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public const float TIME_FADEIN = 400;
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public const float TIME_FADEOUT = 500;
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protected DrawableOsuHitObject(OsuHitObject hitObject)
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: base(hitObject)
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{
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AccentColour = HitObject.ComboColour;
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Alpha = 0;
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}
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protected sealed override void UpdateState(ArmedState state)
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{
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double transformTime = HitObject.StartTime - TIME_PREEMPT;
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base.ApplyTransformsAt(transformTime, true);
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base.ClearTransformsAfter(transformTime, true);
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using (BeginAbsoluteSequence(transformTime, true))
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{
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UpdatePreemptState();
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using (BeginDelayedSequence(TIME_PREEMPT + (Judgements.FirstOrDefault()?.TimeOffset ?? 0), true))
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UpdateCurrentState(state);
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}
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}
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protected virtual void UpdatePreemptState()
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{
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this.FadeIn(TIME_FADEIN);
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}
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protected virtual void UpdateCurrentState(ArmedState state)
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{
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}
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// Todo: At some point we need to move these to DrawableHitObject after ensuring that all other Rulesets apply
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// transforms in the same way and don't rely on them not being cleared
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public override void ClearTransformsAfter(double time, bool propagateChildren = false, string targetMember = null) { }
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public override void ApplyTransformsAt(double time, bool propagateChildren = false) { }
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private OsuInputManager osuActionInputManager;
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internal OsuInputManager OsuActionInputManager => osuActionInputManager ?? (osuActionInputManager = GetContainingInputManager() as OsuInputManager);
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}
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public enum ComboResult
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{
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[Description(@"")]
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None,
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[Description(@"Good")]
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Good,
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[Description(@"Amazing")]
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Perfect
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}
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}
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