osu/osu.Game.Rulesets.Catch/Objects/CatchHitObject.cs

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// 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.
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using osu.Framework.Bindables;
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using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Catch.Beatmaps;
using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Rulesets.Objects;
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
{
public abstract class CatchHitObject : HitObject, IHasXPosition, IHasComboInformation
{
public const float OBJECT_RADIUS = 64;
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// This value is after XOffset applied.
public readonly Bindable<float> XBindable = new Bindable<float>();
// This value is before XOffset applied.
private float originalX;
/// <summary>
/// The horizontal position of the fruit between 0 and <see cref="CatchPlayfield.WIDTH"/>.
/// </summary>
public float X
{
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// TODO: I don't like this asymmetry.
get => XBindable.Value;
// originalX is set by `XBindable.BindValueChanged`
set => XBindable.Value = value + xOffset;
}
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private float xOffset;
/// <summary>
/// A random offset applied to <see cref="X"/>, set by the <see cref="CatchBeatmapProcessor"/>.
/// </summary>
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internal float XOffset
{
get => xOffset;
set
{
xOffset = value;
XBindable.Value = originalX + xOffset;
}
}
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public double TimePreempt = 1000;
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public readonly Bindable<int> IndexInBeatmapBindable = new Bindable<int>();
public int IndexInBeatmap
{
get => IndexInBeatmapBindable.Value;
set => IndexInBeatmapBindable.Value = value;
}
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public virtual bool NewCombo { get; set; }
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public int ComboOffset { get; set; }
public Bindable<int> IndexInCurrentComboBindable { get; } = new Bindable<int>();
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public int IndexInCurrentCombo
{
get => IndexInCurrentComboBindable.Value;
set => IndexInCurrentComboBindable.Value = value;
}
public Bindable<int> ComboIndexBindable { get; } = new Bindable<int>();
public int ComboIndex
{
get => ComboIndexBindable.Value;
set => ComboIndexBindable.Value = value;
}
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public Bindable<bool> LastInComboBindable { get; } = new Bindable<bool>();
/// <summary>
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/// The next fruit starts a new combo. Used for explodey.
/// </summary>
public virtual bool LastInCombo
{
get => LastInComboBindable.Value;
set => LastInComboBindable.Value = value;
}
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public readonly Bindable<float> ScaleBindable = new Bindable<float>(1);
public float Scale
{
get => ScaleBindable.Value;
set => ScaleBindable.Value = value;
}
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/// <summary>
/// The seed value used for visual randomness such as fruit rotation.
/// The value is <see cref="HitObject.StartTime"/> truncated to an integer.
/// </summary>
public int RandomSeed => (int)StartTime;
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protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
{
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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TimePreempt = (float)BeatmapDifficulty.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450);
Scale = (1.0f - 0.7f * (difficulty.CircleSize - 5) / 5) / 2;
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}
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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protected CatchHitObject()
{
XBindable.BindValueChanged(x => originalX = x.NewValue - xOffset);
}
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}
}