1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-14 19:22:54 +08:00
osu-lazer/osu.Game.Rulesets.Mania/Objects/Drawables/DrawableManiaHitObject.cs
2018-11-26 11:34:25 +09:00

75 lines
2.5 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.UI.Scrolling;
namespace osu.Game.Rulesets.Mania.Objects.Drawables
{
public abstract class DrawableManiaHitObject : DrawableHitObject<ManiaHitObject>
{
/// <summary>
/// Whether this <see cref="DrawableManiaHitObject"/> should always remain alive.
/// </summary>
internal bool AlwaysAlive;
/// <summary>
/// The <see cref="ManiaAction"/> which causes this <see cref="DrawableManiaHitObject{TObject}"/> to be hit.
/// </summary>
protected readonly IBindable<ManiaAction> Action = new Bindable<ManiaAction>();
protected readonly IBindable<ScrollingDirection> Direction = new Bindable<ScrollingDirection>();
protected DrawableManiaHitObject(ManiaHitObject hitObject)
: base(hitObject)
{
}
[BackgroundDependencyLoader(true)]
private void load([CanBeNull] IBindable<ManiaAction> action, [NotNull] IScrollingInfo scrollingInfo)
{
if (action != null)
Action.BindTo(action);
Direction.BindTo(scrollingInfo.Direction);
Direction.BindValueChanged(OnDirectionChanged, true);
}
protected override bool ShouldBeAlive => AlwaysAlive || base.ShouldBeAlive;
protected virtual void OnDirectionChanged(ScrollingDirection direction)
{
Anchor = Origin = direction == ScrollingDirection.Up ? Anchor.TopCentre : Anchor.BottomCentre;
}
}
public abstract class DrawableManiaHitObject<TObject> : DrawableManiaHitObject
where TObject : ManiaHitObject
{
public new readonly TObject HitObject;
protected DrawableManiaHitObject(TObject hitObject)
: base(hitObject)
{
HitObject = hitObject;
}
protected override void UpdateState(ArmedState state)
{
switch (state)
{
case ArmedState.Miss:
this.FadeOut(150, Easing.In).Expire();
break;
case ArmedState.Hit:
this.FadeOut(150, Easing.OutQuint).Expire();
break;
}
}
}
}