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103 lines
4.6 KiB
C#
103 lines
4.6 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 osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Game.Graphics.Containers;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableOsuHitObject : DrawableHitObject<OsuHitObject>
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{
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public readonly IBindable<Vector2> PositionBindable = new Bindable<Vector2>();
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public readonly IBindable<int> StackHeightBindable = new Bindable<int>();
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public readonly IBindable<float> ScaleBindable = new BindableFloat();
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public readonly IBindable<int> IndexInCurrentComboBindable = new Bindable<int>();
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// Must be set to update IsHovered as it's used in relax mod to detect osu hit objects.
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public override bool HandlePositionalInput => true;
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protected override float SamplePlaybackPosition => CalculateDrawableRelativePosition(this);
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/// <summary>
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/// Whether this <see cref="DrawableOsuHitObject"/> can be hit, given a time value.
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/// If non-null, judgements will be ignored (resulting in a shake) whilst the function returns false.
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/// </summary>
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public Func<DrawableHitObject, double, bool> CheckHittable;
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private ShakeContainer shakeContainer;
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protected DrawableOsuHitObject(OsuHitObject hitObject)
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: base(hitObject)
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{
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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Alpha = 0;
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base.AddInternal(shakeContainer = new ShakeContainer
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{
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ShakeDuration = 30,
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RelativeSizeAxes = Axes.Both
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});
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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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IndexInCurrentComboBindable.BindTo(HitObject.IndexInCurrentComboBindable);
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PositionBindable.BindTo(HitObject.PositionBindable);
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StackHeightBindable.BindTo(HitObject.StackHeightBindable);
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ScaleBindable.BindTo(HitObject.ScaleBindable);
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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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IndexInCurrentComboBindable.UnbindFrom(HitObject.IndexInCurrentComboBindable);
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PositionBindable.UnbindFrom(HitObject.PositionBindable);
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StackHeightBindable.UnbindFrom(HitObject.StackHeightBindable);
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ScaleBindable.UnbindFrom(HitObject.ScaleBindable);
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}
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// Forward all internal management to shakeContainer.
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// This is a bit ugly but we don't have the concept of InternalContent so it'll have to do for now. (https://github.com/ppy/osu-framework/issues/1690)
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protected override void AddInternal(Drawable drawable) => shakeContainer.Add(drawable);
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protected override void ClearInternal(bool disposeChildren = true) => shakeContainer.Clear(disposeChildren);
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protected override bool RemoveInternal(Drawable drawable) => shakeContainer.Remove(drawable);
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protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt;
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private OsuInputManager osuActionInputManager;
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internal OsuInputManager OsuActionInputManager => osuActionInputManager ??= GetContainingInputManager() as OsuInputManager;
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public virtual void Shake(double maximumLength) => shakeContainer.Shake(maximumLength);
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/// <summary>
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/// Causes this <see cref="DrawableOsuHitObject"/> 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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private RectangleF parentScreenSpaceRectangle => ((DrawableOsuHitObject)ParentHitObject)?.parentScreenSpaceRectangle ?? Parent.ScreenSpaceDrawQuad.AABBFloat;
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/// <summary>
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/// Calculates the position of the given <paramref name="drawable"/> relative to the playfield area.
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/// </summary>
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/// <param name="drawable">The drawable to calculate its relative position.</param>
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protected float CalculateDrawableRelativePosition(Drawable drawable) => (drawable.ScreenSpaceDrawQuad.Centre.X - parentScreenSpaceRectangle.X) / parentScreenSpaceRectangle.Width;
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protected override JudgementResult CreateResult(Judgement judgement) => new OsuJudgementResult(HitObject, judgement);
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}
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}
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