mirror of
https://github.com/ppy/osu.git
synced 2024-11-14 17:17:24 +08:00
117 lines
5.1 KiB
C#
117 lines
5.1 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.
|
|
|
|
#nullable disable
|
|
|
|
using System;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Primitives;
|
|
using osu.Game.Rulesets.Judgements;
|
|
using osu.Game.Rulesets.Objects.Drawables;
|
|
using osu.Game.Rulesets.Osu.Judgements;
|
|
using osu.Game.Rulesets.Osu.Scoring;
|
|
using osu.Game.Rulesets.Osu.UI;
|
|
using osu.Game.Rulesets.Scoring;
|
|
using osuTK;
|
|
using osuTK.Graphics;
|
|
|
|
namespace osu.Game.Rulesets.Osu.Objects.Drawables
|
|
{
|
|
public abstract partial class DrawableOsuHitObject : DrawableHitObject<OsuHitObject>
|
|
{
|
|
public readonly IBindable<Vector2> PositionBindable = new Bindable<Vector2>();
|
|
public readonly IBindable<int> StackHeightBindable = new Bindable<int>();
|
|
public readonly IBindable<float> ScaleBindable = new BindableFloat();
|
|
public readonly IBindable<int> IndexInCurrentComboBindable = new Bindable<int>();
|
|
|
|
// Must be set to update IsHovered as it's used in relax mod to detect osu hit objects.
|
|
public override bool HandlePositionalInput => true;
|
|
|
|
protected override float SamplePlaybackPosition => CalculateDrawableRelativePosition(this);
|
|
|
|
/// <summary>
|
|
/// What action this <see cref="DrawableOsuHitObject"/> should take in response to a
|
|
/// click at the given time value.
|
|
/// If non-null, judgements will be ignored for return values of <see cref="ClickAction.Ignore"/>
|
|
/// and <see cref="ClickAction.Shake"/>, and this hit object will be shaken for return values of
|
|
/// <see cref="ClickAction.Shake"/>.
|
|
/// </summary>
|
|
public Func<DrawableHitObject, double, HitResult, ClickAction> CheckHittable;
|
|
|
|
protected DrawableOsuHitObject(OsuHitObject hitObject)
|
|
: base(hitObject)
|
|
{
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load()
|
|
{
|
|
Alpha = 0;
|
|
}
|
|
|
|
protected override void OnApply()
|
|
{
|
|
base.OnApply();
|
|
|
|
IndexInCurrentComboBindable.BindTo(HitObject.IndexInCurrentComboBindable);
|
|
PositionBindable.BindTo(HitObject.PositionBindable);
|
|
StackHeightBindable.BindTo(HitObject.StackHeightBindable);
|
|
ScaleBindable.BindTo(HitObject.ScaleBindable);
|
|
}
|
|
|
|
protected override void OnFree()
|
|
{
|
|
base.OnFree();
|
|
|
|
IndexInCurrentComboBindable.UnbindFrom(HitObject.IndexInCurrentComboBindable);
|
|
PositionBindable.UnbindFrom(HitObject.PositionBindable);
|
|
StackHeightBindable.UnbindFrom(HitObject.StackHeightBindable);
|
|
ScaleBindable.UnbindFrom(HitObject.ScaleBindable);
|
|
}
|
|
|
|
protected override void UpdateInitialTransforms()
|
|
{
|
|
base.UpdateInitialTransforms();
|
|
|
|
// Dim should only be applied at a top level, as it will be implicitly applied to nested objects.
|
|
if (ParentHitObject == null)
|
|
{
|
|
// Of note, no one noticed this was missing for years, but it definitely feels like it should still exist.
|
|
// For now this is applied across all skins, and matches stable.
|
|
// For simplicity, dim colour is applied to the DrawableHitObject itself.
|
|
// We may need to make a nested container setup if this even causes a usage conflict (ie. with a mod).
|
|
this.FadeColour(new Color4(195, 195, 195, 255));
|
|
using (BeginDelayedSequence(InitialLifetimeOffset - OsuHitWindows.MISS_WINDOW))
|
|
this.FadeColour(Color4.White, 100);
|
|
}
|
|
}
|
|
|
|
protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt;
|
|
|
|
private OsuInputManager osuActionInputManager;
|
|
internal OsuInputManager OsuActionInputManager => osuActionInputManager ??= GetContainingInputManager() as OsuInputManager;
|
|
|
|
/// <summary>
|
|
/// Shake the hit object in case it was clicked far too early or late (aka "note lock").
|
|
/// </summary>
|
|
public virtual void Shake() { }
|
|
|
|
/// <summary>
|
|
/// Causes this <see cref="DrawableOsuHitObject"/> to get missed, disregarding all conditions in implementations of <see cref="DrawableHitObject.CheckForResult"/>.
|
|
/// </summary>
|
|
public void MissForcefully() => ApplyResult(r => r.Type = r.Judgement.MinResult);
|
|
|
|
private RectangleF parentScreenSpaceRectangle => ((DrawableOsuHitObject)ParentHitObject)?.parentScreenSpaceRectangle ?? Parent.ScreenSpaceDrawQuad.AABBFloat;
|
|
|
|
/// <summary>
|
|
/// Calculates the position of the given <paramref name="drawable"/> relative to the playfield area.
|
|
/// </summary>
|
|
/// <param name="drawable">The drawable to calculate its relative position.</param>
|
|
protected float CalculateDrawableRelativePosition(Drawable drawable) => (drawable.ScreenSpaceDrawQuad.Centre.X - parentScreenSpaceRectangle.X) / parentScreenSpaceRectangle.Width;
|
|
|
|
protected override JudgementResult CreateResult(Judgement judgement) => new OsuJudgementResult(HitObject, judgement);
|
|
}
|
|
}
|