// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using osu.Framework.Graphics; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces; using OpenTK; using osu.Game.Rulesets.Osu.Judgements; using osu.Game.Rulesets.Scoring; namespace osu.Game.Rulesets.Osu.Objects.Drawables { public class DrawableHitCircle : DrawableOsuHitObject, IDrawableHitObjectWithProxiedApproach { public ApproachCircle ApproachCircle; private readonly CirclePiece circle; private readonly RingPiece ring; private readonly FlashPiece flash; private readonly ExplodePiece explode; private readonly NumberPiece number; private readonly GlowPiece glow; public DrawableHitCircle(HitCircle h) : base(h) { Origin = Anchor.Centre; Position = HitObject.StackedPosition; Scale = new Vector2(h.Scale); Children = new Drawable[] { glow = new GlowPiece { Colour = AccentColour }, circle = new CirclePiece { Colour = AccentColour, Hit = () => { if (AllJudged) return false; UpdateJudgement(true); return true; }, }, number = new NumberPiece { Text = (HitObject.ComboIndex + 1).ToString(), }, ring = new RingPiece(), flash = new FlashPiece(), explode = new ExplodePiece { Colour = AccentColour, }, ApproachCircle = new ApproachCircle { Alpha = 0, Scale = new Vector2(4), Colour = AccentColour, } }; //may not be so correct Size = circle.DrawSize; } protected override void CheckForJudgements(bool userTriggered, double timeOffset) { if (!userTriggered) { if (timeOffset > HitObject.HitWindowFor(HitResult.Meh)) AddJudgement(new OsuJudgement { Result = HitResult.Miss }); return; } AddJudgement(new OsuJudgement { Result = HitObject.ScoreResultForOffset(Math.Abs(timeOffset)), PositionOffset = Vector2.Zero //todo: set to correct value }); } protected override void UpdatePreemptState() { base.UpdatePreemptState(); ApproachCircle.FadeIn(Math.Min(FadeInDuration * 2, TIME_PREEMPT)); ApproachCircle.ScaleTo(1.1f, TIME_PREEMPT); } protected override void UpdateCurrentState(ArmedState state) { glow.FadeOut(400); switch (state) { case ArmedState.Idle: this.Delay(TIME_PREEMPT).FadeOut(500); Expire(true); // override lifetime end as FadeIn may have been changed externally, causing out expiration to be too early. LifetimeEnd = HitObject.StartTime + HitObject.HitWindowFor(HitResult.Miss); break; case ArmedState.Miss: ApproachCircle.FadeOut(50); this.FadeOut(100); Expire(); break; case ArmedState.Hit: ApproachCircle.FadeOut(50); const double flash_in = 40; flash.FadeTo(0.8f, flash_in) .Then() .FadeOut(100); explode.FadeIn(flash_in); using (BeginDelayedSequence(flash_in, true)) { //after the flash, we can hide some elements that were behind it ring.FadeOut(); circle.FadeOut(); number.FadeOut(); this.FadeOut(800) .ScaleTo(Scale * 1.5f, 400, Easing.OutQuad); } Expire(); break; } } public Drawable ProxiedLayer => ApproachCircle; } }