//Copyright (c) 2007-2016 ppy Pty Ltd . //Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using osu.Framework; using osu.Framework.Graphics.Containers; using osu.Game.Beatmaps.Objects.Osu.Drawable; namespace osu.Game.Beatmaps.Objects { public abstract class DrawableHitObject : Container, IStateful { public Action OnHit; public Action OnMiss; public HitObject HitObject; public DrawableHitObject(HitObject hitObject) { HitObject = hitObject; } private ArmedState state; public ArmedState State { get { return state; } set { state = value; UpdateState(state); } } public override void Load(BaseGame game) { base.Load(game); UpdateState(state); } private bool counted; protected override void Update() { base.Update(); if (Time >= HitObject.EndTime && !counted) { counted = true; if (state == ArmedState.Armed) OnHit?.Invoke(this); else OnMiss?.Invoke(this); } } protected abstract void UpdateState(ArmedState state); } public enum ArmedState { Disarmed, Armed } }