osu/osu.Game.Rulesets.Catch/Objects/CatchHitObject.cs
ekrctb 5b5e883904 Remove EffectiveXBindable (setting Value was not handled)
And use orthogonal `OriginalXBindable` and `XOffsetBindable`.
2020-12-14 13:39:07 +09:00

125 lines
4.3 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 osu.Framework.Bindables;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Catch.UI;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Catch.Objects
{
public abstract class CatchHitObject : HitObject, IHasXPosition, IHasComboInformation
{
public const float OBJECT_RADIUS = 64;
public readonly Bindable<float> OriginalXBindable = new Bindable<float>();
/// <summary>
/// The horizontal position of the hit object between 0 and <see cref="CatchPlayfield.WIDTH"/>.
/// </summary>
public float X
{
set => OriginalXBindable.Value = value;
}
float IHasXPosition.X => OriginalXBindable.Value;
public readonly Bindable<float> XOffsetBindable = new Bindable<float>();
/// <summary>
/// A random offset applied to the horizontal position, set by the beatmap processing.
/// </summary>
public float XOffset
{
set => XOffsetBindable.Value = value;
}
/// <summary>
/// The horizontal position of the hit object between 0 and <see cref="CatchPlayfield.WIDTH"/>.
/// </summary>
/// <remarks>
/// This value is the original <see cref="X"/> value specified in the beatmap, not affected by the beatmap processing.
/// Use <see cref="EffectiveX"/> for a gameplay.
/// </remarks>
public float OriginalX => OriginalXBindable.Value;
/// <summary>
/// The effective horizontal position of the hit object between 0 and <see cref="CatchPlayfield.WIDTH"/>.
/// </summary>
/// <remarks>
/// This value is the original <see cref="X"/> value plus the offset applied by the beatmap processing.
/// Use <see cref="OriginalX"/> if a value not affected by the offset is desired.
/// </remarks>
public float EffectiveX => OriginalXBindable.Value + XOffsetBindable.Value;
public double TimePreempt = 1000;
public readonly Bindable<int> IndexInBeatmapBindable = new Bindable<int>();
public int IndexInBeatmap
{
get => IndexInBeatmapBindable.Value;
set => IndexInBeatmapBindable.Value = value;
}
public virtual bool NewCombo { get; set; }
public int ComboOffset { get; set; }
public Bindable<int> IndexInCurrentComboBindable { get; } = new Bindable<int>();
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;
}
public Bindable<bool> LastInComboBindable { get; } = new Bindable<bool>();
/// <summary>
/// The next fruit starts a new combo. Used for explodey.
/// </summary>
public virtual bool LastInCombo
{
get => LastInComboBindable.Value;
set => LastInComboBindable.Value = value;
}
public readonly Bindable<float> ScaleBindable = new Bindable<float>(1);
public float Scale
{
get => ScaleBindable.Value;
set => ScaleBindable.Value = value;
}
/// <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;
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
{
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
TimePreempt = (float)BeatmapDifficulty.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450);
Scale = (1.0f - 0.7f * (difficulty.CircleSize - 5) / 5) / 2;
}
protected override HitWindows CreateHitWindows() => HitWindows.Empty;
}
}