osu/osu.Game.Rulesets.Osu/Objects/OsuHitObject.cs
Bartłomiej Dach 434c0d92e4 Use Bindable{Float,Double}s everywhere
To avoid further floating-point comparison bugs, remove all usages of
Bindable<{float,double}>, replacing them with their
Bindable<Float,Double> counterparts.
2020-02-01 22:50:29 +01:00

124 lines
3.9 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 System.Linq;
using osu.Framework.Bindables;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Objects;
using osuTK;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Osu.Scoring;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Osu.Objects
{
public abstract class OsuHitObject : HitObject, IHasComboInformation, IHasPosition
{
/// <summary>
/// The radius of hit objects (ie. the radius of a <see cref="HitCircle"/>).
/// </summary>
public const float OBJECT_RADIUS = 64;
/// <summary>
/// Scoring distance with a speed-adjusted beat length of 1 second (ie. the speed slider balls move through their track).
/// </summary>
internal const float BASE_SCORING_DISTANCE = 100;
public double TimePreempt = 600;
public double TimeFadeIn = 400;
public readonly Bindable<Vector2> PositionBindable = new Bindable<Vector2>();
public virtual Vector2 Position
{
get => PositionBindable.Value;
set => PositionBindable.Value = value;
}
public float X => Position.X;
public float Y => Position.Y;
public Vector2 StackedPosition => Position + StackOffset;
public virtual Vector2 EndPosition => Position;
public Vector2 StackedEndPosition => EndPosition + StackOffset;
public readonly Bindable<int> StackHeightBindable = new Bindable<int>();
public int StackHeight
{
get => StackHeightBindable.Value;
set => StackHeightBindable.Value = value;
}
public Vector2 StackOffset => new Vector2(StackHeight * Scale * -6.4f);
public double Radius => OBJECT_RADIUS * Scale;
public readonly Bindable<float> ScaleBindable = new BindableFloat(1);
public float Scale
{
get => ScaleBindable.Value;
set => ScaleBindable.Value = value;
}
public virtual bool NewCombo { get; set; }
public readonly Bindable<int> ComboOffsetBindable = new Bindable<int>();
public int ComboOffset
{
get => ComboOffsetBindable.Value;
set => ComboOffsetBindable.Value = value;
}
public Bindable<int> IndexInCurrentComboBindable { get; } = new Bindable<int>();
public virtual int IndexInCurrentCombo
{
get => IndexInCurrentComboBindable.Value;
set => IndexInCurrentComboBindable.Value = value;
}
public Bindable<int> ComboIndexBindable { get; } = new Bindable<int>();
public virtual int ComboIndex
{
get => ComboIndexBindable.Value;
set => ComboIndexBindable.Value = value;
}
public Bindable<bool> LastInComboBindable { get; } = new Bindable<bool>();
public bool LastInCombo
{
get => LastInComboBindable.Value;
set => LastInComboBindable.Value = value;
}
protected OsuHitObject()
{
StackHeightBindable.BindValueChanged(height =>
{
foreach (var nested in NestedHitObjects.OfType<OsuHitObject>())
nested.StackHeight = height.NewValue;
});
}
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
{
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
TimePreempt = (float)BeatmapDifficulty.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450);
TimeFadeIn = 400; // as per osu-stable
Scale = (1.0f - 0.7f * (difficulty.CircleSize - 5) / 5) / 2;
}
protected override HitWindows CreateHitWindows() => new OsuHitWindows();
}
}