osu/osu.Game.Rulesets.Mania/Objects/Drawables/DrawableManiaHitObject.cs
Dean Herbert 52ad766f86 Remove manual binding of nested objects in DrawableManiaHitObject
This is now handled by `Column` itself. Leaving the logic here as well
will cause a circular bindable flow and stack overflow.
2022-10-07 18:25:55 +09:00

104 lines
3.4 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.
#nullable disable
using System;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Rulesets.Mania.UI;
namespace osu.Game.Rulesets.Mania.Objects.Drawables
{
public abstract class DrawableManiaHitObject : DrawableHitObject<ManiaHitObject>
{
/// <summary>
/// The <see cref="ManiaAction"/> which causes this <see cref="DrawableManiaHitObject{TObject}"/> to be hit.
/// </summary>
protected readonly IBindable<ManiaAction> Action = new Bindable<ManiaAction>();
protected readonly IBindable<ScrollingDirection> Direction = new Bindable<ScrollingDirection>();
[Resolved(canBeNull: true)]
private ManiaPlayfield playfield { get; set; }
protected override float SamplePlaybackPosition
{
get
{
if (playfield == null)
return base.SamplePlaybackPosition;
return (float)HitObject.Column / playfield.TotalColumns;
}
}
/// <summary>
/// Whether this <see cref="DrawableManiaHitObject"/> can be hit, given a time value.
/// If non-null, judgements will be ignored whilst the function returns false.
/// </summary>
public Func<DrawableHitObject, double, bool> CheckHittable;
protected DrawableManiaHitObject(ManiaHitObject hitObject)
: base(hitObject)
{
RelativeSizeAxes = Axes.X;
}
[BackgroundDependencyLoader(true)]
private void load([CanBeNull] IBindable<ManiaAction> action, [NotNull] IScrollingInfo scrollingInfo)
{
if (action != null)
Action.BindTo(action);
Direction.BindTo(scrollingInfo.Direction);
}
protected override void LoadComplete()
{
base.LoadComplete();
Direction.BindValueChanged(OnDirectionChanged, true);
}
protected virtual void OnDirectionChanged(ValueChangedEvent<ScrollingDirection> e)
{
Anchor = Origin = e.NewValue == ScrollingDirection.Up ? Anchor.TopCentre : Anchor.BottomCentre;
}
protected override void UpdateHitStateTransforms(ArmedState state)
{
switch (state)
{
case ArmedState.Miss:
this.FadeOut(150, Easing.In);
break;
case ArmedState.Hit:
this.FadeOut();
break;
}
}
/// <summary>
/// Causes this <see cref="DrawableManiaHitObject"/> to get missed, disregarding all conditions in implementations of <see cref="DrawableHitObject.CheckForResult"/>.
/// </summary>
public void MissForcefully() => ApplyResult(r => r.Type = r.Judgement.MinResult);
}
public abstract class DrawableManiaHitObject<TObject> : DrawableManiaHitObject
where TObject : ManiaHitObject
{
public new TObject HitObject => (TObject)base.HitObject;
protected DrawableManiaHitObject(TObject hitObject)
: base(hitObject)
{
}
}
}