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87 lines
2.7 KiB
C#
87 lines
2.7 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 osuTK;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Catch.Objects.Drawable
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{
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public abstract class PalpableCatchHitObject<TObject> : DrawableCatchHitObject<TObject>
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where TObject : CatchHitObject
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{
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public override bool CanBePlated => true;
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protected PalpableCatchHitObject(TObject hitObject)
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: base(hitObject)
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{
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Scale = new Vector2(HitObject.Scale);
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}
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}
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public abstract class DrawableCatchHitObject<TObject> : DrawableCatchHitObject
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where TObject : CatchHitObject
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{
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public new TObject HitObject;
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protected DrawableCatchHitObject(TObject hitObject)
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: base(hitObject)
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{
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HitObject = hitObject;
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Anchor = Anchor.BottomLeft;
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}
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}
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public abstract class DrawableCatchHitObject : DrawableHitObject<CatchHitObject>
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{
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public virtual bool CanBePlated => false;
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public virtual bool StaysOnPlate => CanBePlated;
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protected DrawableCatchHitObject(CatchHitObject hitObject)
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: base(hitObject)
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{
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RelativePositionAxes = Axes.X;
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X = hitObject.X;
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}
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public Func<CatchHitObject, bool> CheckPosition;
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
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if (CheckPosition == null) return;
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if (timeOffset >= 0 && Result != null)
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ApplyResult(r => r.Type = CheckPosition.Invoke(HitObject) ? HitResult.Perfect : HitResult.Miss);
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}
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protected override bool UseTransformStateManagement => false;
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protected override void UpdateState(ArmedState state)
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{
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// TODO: update to use new state management.
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using (BeginAbsoluteSequence(HitObject.StartTime - HitObject.TimePreempt))
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this.FadeIn(200);
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var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
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using (BeginAbsoluteSequence(endTime, true))
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{
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switch (state)
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{
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case ArmedState.Miss:
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this.FadeOut(250).RotateTo(Rotation * 2, 250, Easing.Out).Expire();
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break;
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case ArmedState.Hit:
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this.FadeOut().Expire();
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break;
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}
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}
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}
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}
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}
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