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osu-lazer/osu.Game.Rulesets.Taiko/UI/KiaiHitExplosion.cs
2022-11-27 00:00:27 +09:00

49 lines
1.5 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.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Skinning.Default;
using osu.Game.Skinning;
using osuTK;
namespace osu.Game.Rulesets.Taiko.UI
{
public partial class KiaiHitExplosion : Container
{
public override bool RemoveWhenNotAlive => true;
[Cached(typeof(DrawableHitObject))]
public readonly DrawableHitObject JudgedObject;
private readonly HitType hitType;
private SkinnableDrawable skinnable = null!;
public override double LifetimeStart => skinnable.Drawable.LifetimeStart;
public override double LifetimeEnd => skinnable.Drawable.LifetimeEnd;
public KiaiHitExplosion(DrawableHitObject judgedObject, HitType hitType)
{
JudgedObject = judgedObject;
this.hitType = hitType;
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
RelativeSizeAxes = Axes.Both;
Size = new Vector2(TaikoHitObject.DEFAULT_SIZE, 1);
}
[BackgroundDependencyLoader]
private void load()
{
Child = skinnable = new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.TaikoExplosionKiai), _ => new DefaultKiaiHitExplosion(hitType));
}
}
}