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117 lines
5.1 KiB
C#
117 lines
5.1 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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#nullable disable
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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.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.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Game.Rulesets.Osu.Scoring;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Scoring;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public abstract partial 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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/// What action this <see cref="DrawableOsuHitObject"/> should take in response to a
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/// click at the given time value.
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/// If non-null, judgements will be ignored for return values of <see cref="ClickAction.Ignore"/>
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/// and <see cref="ClickAction.Shake"/>, and this hit object will be shaken for return values of
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/// <see cref="ClickAction.Shake"/>.
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/// </summary>
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public Func<DrawableHitObject, double, HitResult, ClickAction> CheckHittable;
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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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}
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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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protected override void UpdateInitialTransforms()
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{
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base.UpdateInitialTransforms();
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// Dim should only be applied at a top level, as it will be implicitly applied to nested objects.
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if (ParentHitObject == null)
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{
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// Of note, no one noticed this was missing for years, but it definitely feels like it should still exist.
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// For now this is applied across all skins, and matches stable.
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// For simplicity, dim colour is applied to the DrawableHitObject itself.
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// We may need to make a nested container setup if this even causes a usage conflict (ie. with a mod).
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this.FadeColour(new Color4(195, 195, 195, 255));
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using (BeginDelayedSequence(InitialLifetimeOffset - OsuHitWindows.MISS_WINDOW))
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this.FadeColour(Color4.White, 100);
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}
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}
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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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/// <summary>
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/// Shake the hit object in case it was clicked far too early or late (aka "note lock").
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/// </summary>
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public virtual void Shake() { }
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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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