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osu-lazer/osu.Game.Rulesets.Osu/Objects/OsuHitObject.cs
2019-07-22 14:40:02 +09:00

80 lines
2.5 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Bindables;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Objects;
using osuTK;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Beatmaps.ControlPoints;
namespace osu.Game.Rulesets.Osu.Objects
{
public abstract class OsuHitObject : HitObject, IHasComboInformation, IHasPosition
{
public const float OBJECT_RADIUS = 64;
public double TimePreempt = 600;
public double TimeFadeIn = 400;
public readonly Bindable<Vector2> PositionBindable = new Bindable<Vector2>();
public virtual Vector2 Position
{
get => PositionBindable.Value;
set => PositionBindable.Value = value;
}
public float X => Position.X;
public float Y => Position.Y;
public Vector2 StackedPosition => Position + StackOffset;
public virtual Vector2 EndPosition => Position;
public Vector2 StackedEndPosition => EndPosition + StackOffset;
public readonly Bindable<int> StackHeightBindable = new Bindable<int>();
public int StackHeight
{
get => StackHeightBindable.Value;
set => StackHeightBindable.Value = value;
}
public Vector2 StackOffset => new Vector2(StackHeight * Scale * -6.4f);
public double Radius => OBJECT_RADIUS * Scale;
public readonly Bindable<float> ScaleBindable = new Bindable<float>(1);
public float Scale
{
get => ScaleBindable.Value;
set => ScaleBindable.Value = value;
}
public virtual bool NewCombo { get; set; }
public int ComboOffset { get; set; }
public virtual int IndexInCurrentCombo { get; set; }
public virtual int ComboIndex { get; set; }
public bool LastInCombo { get; set; }
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
{
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
TimePreempt = (float)BeatmapDifficulty.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450);
TimeFadeIn = (float)BeatmapDifficulty.DifficultyRange(difficulty.ApproachRate, 1200, 800, 300);
Scale = (1.0f - 0.7f * (difficulty.CircleSize - 5) / 5) / 2;
}
protected override HitWindows CreateHitWindows() => new OsuHitWindows();
}
}