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a4f362dca6
The `AlwaysAlive` logic is now in all DHOs and it is now not necessary (and potentially conflicting).
124 lines
3.9 KiB
C#
124 lines
3.9 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 JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Audio;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Rulesets.Mania.UI;
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namespace osu.Game.Rulesets.Mania.Objects.Drawables
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{
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public abstract class DrawableManiaHitObject : DrawableHitObject<ManiaHitObject>
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{
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/// <summary>
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/// The <see cref="ManiaAction"/> which causes this <see cref="DrawableManiaHitObject{TObject}"/> to be hit.
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/// </summary>
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protected readonly IBindable<ManiaAction> Action = new Bindable<ManiaAction>();
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protected readonly IBindable<ScrollingDirection> Direction = new Bindable<ScrollingDirection>();
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[Resolved(canBeNull: true)]
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private ManiaPlayfield playfield { get; set; }
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/// <summary>
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/// Gets the samples that are played by this object during gameplay.
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/// </summary>
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public ISampleInfo[] GetGameplaySamples() => Samples.Samples;
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protected override float SamplePlaybackPosition
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{
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get
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{
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if (playfield == null)
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return base.SamplePlaybackPosition;
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return (float)HitObject.Column / playfield.TotalColumns;
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}
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}
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/// <summary>
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/// Whether this <see cref="DrawableManiaHitObject"/> can be hit, given a time value.
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/// If non-null, judgements will be ignored whilst the function returns false.
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/// </summary>
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public Func<DrawableHitObject, double, bool> CheckHittable;
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protected DrawableManiaHitObject(ManiaHitObject hitObject)
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: base(hitObject)
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{
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RelativeSizeAxes = Axes.X;
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}
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[BackgroundDependencyLoader(true)]
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private void load([CanBeNull] IBindable<ManiaAction> action, [NotNull] IScrollingInfo scrollingInfo)
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{
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if (action != null)
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Action.BindTo(action);
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Direction.BindTo(scrollingInfo.Direction);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Direction.BindValueChanged(OnDirectionChanged, true);
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}
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protected override void OnApply()
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{
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base.OnApply();
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if (ParentHitObject != null)
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AccentColour.BindTo(ParentHitObject.AccentColour);
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}
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protected override void OnFree()
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{
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base.OnFree();
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if (ParentHitObject != null)
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AccentColour.UnbindFrom(ParentHitObject.AccentColour);
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}
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protected virtual void OnDirectionChanged(ValueChangedEvent<ScrollingDirection> e)
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{
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Anchor = Origin = e.NewValue == ScrollingDirection.Up ? Anchor.TopCentre : Anchor.BottomCentre;
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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(150, Easing.In);
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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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/// <summary>
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/// Causes this <see cref="DrawableManiaHitObject"/> to get missed, disregarding all conditions in implementations of <see cref="DrawableHitObject.CheckForResult"/>.
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/// </summary>
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public void MissForcefully() => ApplyResult(r => r.Type = r.Judgement.MinResult);
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}
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public abstract class DrawableManiaHitObject<TObject> : DrawableManiaHitObject
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where TObject : ManiaHitObject
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{
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public new TObject HitObject => (TObject)base.HitObject;
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protected DrawableManiaHitObject(TObject hitObject)
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: base(hitObject)
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{
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}
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}
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}
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