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61 lines
1.9 KiB
C#
61 lines
1.9 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects.Drawables;
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namespace osu.Game.Rulesets.Catch.Objects.Drawable
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{
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public abstract class DrawableCatchHitObject<TObject> : DrawableCatchHitObject
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where TObject : CatchBaseHit
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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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}
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}
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public abstract class DrawableCatchHitObject : DrawableScrollingHitObject<CatchBaseHit>
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{
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protected DrawableCatchHitObject(CatchBaseHit hitObject)
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: base(hitObject)
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{
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RelativePositionAxes = Axes.Both;
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X = hitObject.X;
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Y = (float)HitObject.StartTime;
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}
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public Func<CatchBaseHit, bool> CheckPosition;
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protected override void CheckForJudgements(bool userTriggered, double timeOffset)
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{
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if (timeOffset > 0)
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AddJudgement(new Judgement { Result = CheckPosition?.Invoke(HitObject) ?? false ? HitResult.Perfect : HitResult.Miss });
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}
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private const float preempt = 1000;
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protected override void UpdateState(ArmedState state)
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{
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using (BeginAbsoluteSequence(HitObject.StartTime - preempt))
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{
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// animation
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this.FadeIn(200);
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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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using (BeginAbsoluteSequence(HitObject.StartTime, true))
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this.FadeOut(250).RotateTo(Rotation * 2, 250, Easing.Out);
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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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