mirror of
https://github.com/ppy/osu.git
synced 2024-11-06 16:57:25 +08:00
1d6609d9f3
Also fixes some typos and reduces spelling suggestions to hints.
78 lines
2.3 KiB
C#
78 lines
2.3 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects;
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using OpenTK;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Edit.Types;
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namespace osu.Game.Rulesets.Osu.Objects
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{
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public abstract class OsuHitObject : HitObject, IHasComboInformation, IHasEditablePosition
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{
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public const double OBJECT_RADIUS = 64;
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public event Action<Vector2> PositionChanged;
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public double TimePreempt = 600;
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public double TimeFadeIn = 400;
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private Vector2 position;
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public Vector2 Position
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{
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get => position;
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set
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{
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if (position == value)
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return;
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position = value;
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PositionChanged?.Invoke(value);
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}
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}
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public float X => Position.X;
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public float Y => Position.Y;
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public Vector2 StackedPosition => Position + StackOffset;
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public virtual Vector2 EndPosition => Position;
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public Vector2 StackedEndPosition => EndPosition + StackOffset;
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public virtual int StackHeight { get; set; }
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public Vector2 StackOffset => new Vector2(StackHeight * Scale * -6.4f);
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public double Radius => OBJECT_RADIUS * Scale;
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public float Scale { get; set; } = 1;
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public virtual bool NewCombo { get; set; }
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public virtual int IndexInCurrentCombo { get; set; }
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public virtual int ComboIndex { get; set; }
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public bool LastInCombo { get; set; }
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protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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TimePreempt = (float)BeatmapDifficulty.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450);
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TimeFadeIn = (float)BeatmapDifficulty.DifficultyRange(difficulty.ApproachRate, 1200, 800, 300);
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Scale = (1.0f - 0.7f * (difficulty.CircleSize - 5) / 5) / 2;
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}
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public virtual void OffsetPosition(Vector2 offset) => Position += offset;
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protected override HitWindows CreateHitWindows() => new OsuHitWindows();
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}
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}
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