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osu-lazer/osu.Game.Rulesets.Catch/Objects/Drawable/DrawableCatchHitObject.cs
Dean Herbert 8f3fd7092e CatchBaseHit -> CatchHitObject
Also moves default scale to CatchHitObject.
2017-11-28 18:37:41 +09:00

64 lines
2.0 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using osu.Framework.Graphics;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Drawables;
using OpenTK;
namespace osu.Game.Rulesets.Catch.Objects.Drawable
{
public abstract class DrawableCatchHitObject<TObject> : DrawableCatchHitObject
where TObject : CatchHitObject
{
public new TObject HitObject;
protected DrawableCatchHitObject(TObject hitObject)
: base(hitObject)
{
HitObject = hitObject;
Scale = new Vector2(HitObject.Scale);
}
}
public abstract class DrawableCatchHitObject : DrawableScrollingHitObject<CatchHitObject>
{
protected DrawableCatchHitObject(CatchHitObject hitObject)
: base(hitObject)
{
RelativePositionAxes = Axes.Both;
X = hitObject.X;
Y = (float)HitObject.StartTime;
}
public Func<CatchHitObject, bool> CheckPosition;
protected override void CheckForJudgements(bool userTriggered, double timeOffset)
{
if (timeOffset > 0)
AddJudgement(new Judgement { Result = CheckPosition?.Invoke(HitObject) ?? false ? HitResult.Perfect : HitResult.Miss });
}
private const float preempt = 1000;
protected override void UpdateState(ArmedState state)
{
using (BeginAbsoluteSequence(HitObject.StartTime - preempt))
{
// animation
this.FadeIn(200);
}
switch (state)
{
case ArmedState.Miss:
using (BeginAbsoluteSequence(HitObject.StartTime, true))
this.FadeOut(250).RotateTo(Rotation * 2, 250, Easing.Out);
break;
}
}
}
}