mirror of
https://github.com/ppy/osu.git
synced 2024-11-06 16:07:25 +08:00
5b5e883904
And use orthogonal `OriginalXBindable` and `XOffsetBindable`.
125 lines
4.3 KiB
C#
125 lines
4.3 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 osu.Framework.Bindables;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Beatmaps.ControlPoints;
|
|
using osu.Game.Rulesets.Catch.UI;
|
|
using osu.Game.Rulesets.Objects;
|
|
using osu.Game.Rulesets.Objects.Types;
|
|
using osu.Game.Rulesets.Scoring;
|
|
|
|
namespace osu.Game.Rulesets.Catch.Objects
|
|
{
|
|
public abstract class CatchHitObject : HitObject, IHasXPosition, IHasComboInformation
|
|
{
|
|
public const float OBJECT_RADIUS = 64;
|
|
|
|
public readonly Bindable<float> OriginalXBindable = new Bindable<float>();
|
|
|
|
/// <summary>
|
|
/// The horizontal position of the hit object between 0 and <see cref="CatchPlayfield.WIDTH"/>.
|
|
/// </summary>
|
|
public float X
|
|
{
|
|
set => OriginalXBindable.Value = value;
|
|
}
|
|
|
|
float IHasXPosition.X => OriginalXBindable.Value;
|
|
|
|
public readonly Bindable<float> XOffsetBindable = new Bindable<float>();
|
|
|
|
/// <summary>
|
|
/// A random offset applied to the horizontal position, set by the beatmap processing.
|
|
/// </summary>
|
|
public float XOffset
|
|
{
|
|
set => XOffsetBindable.Value = value;
|
|
}
|
|
|
|
/// <summary>
|
|
/// The horizontal position of the hit object between 0 and <see cref="CatchPlayfield.WIDTH"/>.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This value is the original <see cref="X"/> value specified in the beatmap, not affected by the beatmap processing.
|
|
/// Use <see cref="EffectiveX"/> for a gameplay.
|
|
/// </remarks>
|
|
public float OriginalX => OriginalXBindable.Value;
|
|
|
|
/// <summary>
|
|
/// The effective horizontal position of the hit object between 0 and <see cref="CatchPlayfield.WIDTH"/>.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This value is the original <see cref="X"/> value plus the offset applied by the beatmap processing.
|
|
/// Use <see cref="OriginalX"/> if a value not affected by the offset is desired.
|
|
/// </remarks>
|
|
public float EffectiveX => OriginalXBindable.Value + XOffsetBindable.Value;
|
|
|
|
public double TimePreempt = 1000;
|
|
|
|
public readonly Bindable<int> IndexInBeatmapBindable = new Bindable<int>();
|
|
|
|
public int IndexInBeatmap
|
|
{
|
|
get => IndexInBeatmapBindable.Value;
|
|
set => IndexInBeatmapBindable.Value = value;
|
|
}
|
|
|
|
public virtual bool NewCombo { get; set; }
|
|
|
|
public int ComboOffset { get; set; }
|
|
|
|
public Bindable<int> IndexInCurrentComboBindable { get; } = new Bindable<int>();
|
|
|
|
public int IndexInCurrentCombo
|
|
{
|
|
get => IndexInCurrentComboBindable.Value;
|
|
set => IndexInCurrentComboBindable.Value = value;
|
|
}
|
|
|
|
public Bindable<int> ComboIndexBindable { get; } = new Bindable<int>();
|
|
|
|
public int ComboIndex
|
|
{
|
|
get => ComboIndexBindable.Value;
|
|
set => ComboIndexBindable.Value = value;
|
|
}
|
|
|
|
public Bindable<bool> LastInComboBindable { get; } = new Bindable<bool>();
|
|
|
|
/// <summary>
|
|
/// The next fruit starts a new combo. Used for explodey.
|
|
/// </summary>
|
|
public virtual bool LastInCombo
|
|
{
|
|
get => LastInComboBindable.Value;
|
|
set => LastInComboBindable.Value = value;
|
|
}
|
|
|
|
public readonly Bindable<float> ScaleBindable = new Bindable<float>(1);
|
|
|
|
public float Scale
|
|
{
|
|
get => ScaleBindable.Value;
|
|
set => ScaleBindable.Value = value;
|
|
}
|
|
|
|
/// <summary>
|
|
/// The seed value used for visual randomness such as fruit rotation.
|
|
/// The value is <see cref="HitObject.StartTime"/> truncated to an integer.
|
|
/// </summary>
|
|
public int RandomSeed => (int)StartTime;
|
|
|
|
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
|
|
{
|
|
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
|
|
|
|
TimePreempt = (float)BeatmapDifficulty.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450);
|
|
|
|
Scale = (1.0f - 0.7f * (difficulty.CircleSize - 5) / 5) / 2;
|
|
}
|
|
|
|
protected override HitWindows CreateHitWindows() => HitWindows.Empty;
|
|
}
|
|
}
|