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osu-lazer/osu.Game.Rulesets.Catch/Objects/Drawables/DrawableCatchHitObject.cs
2020-11-24 19:57:37 +09:00

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