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https://github.com/ppy/osu
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ac5c55bd2c
Instead, skin pieces compute visual representation from `IndexInBeatmap`.
67 lines
2.4 KiB
C#
67 lines
2.4 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Catch.Objects.Drawables
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{
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/// <summary>
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/// Represents a <see cref="PalpableCatchHitObject"/> caught by the catcher.
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/// </summary>
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[Cached(typeof(IHasCatchObjectState))]
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public abstract class CaughtObject : SkinnableDrawable, IHasCatchObjectState
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{
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public PalpableCatchHitObject HitObject { get; private set; }
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public Bindable<Color4> AccentColour { get; } = new Bindable<Color4>();
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public Bindable<bool> HyperDash { get; } = new Bindable<bool>();
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public Bindable<int> IndexInBeatmap { get; } = new Bindable<int>();
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public Vector2 DisplaySize => Size * Scale;
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public float DisplayRotation => Rotation;
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/// <summary>
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/// Whether this hit object should stay on the catcher plate when the object is caught by the catcher.
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/// </summary>
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public virtual bool StaysOnPlate => true;
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public override bool RemoveWhenNotAlive => true;
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protected CaughtObject(CatchSkinComponents skinComponent, Func<ISkinComponent, Drawable> defaultImplementation)
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: base(new CatchSkinComponent(skinComponent), defaultImplementation)
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{
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Origin = Anchor.Centre;
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RelativeSizeAxes = Axes.None;
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Size = new Vector2(CatchHitObject.OBJECT_RADIUS * 2);
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}
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/// <summary>
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/// Copies the hit object visual state from another <see cref="IHasCatchObjectState"/> object.
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/// </summary>
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public virtual void CopyStateFrom(IHasCatchObjectState objectState)
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{
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HitObject = objectState.HitObject;
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Scale = Vector2.Divide(objectState.DisplaySize, Size);
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Rotation = objectState.DisplayRotation;
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AccentColour.Value = objectState.AccentColour.Value;
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HyperDash.Value = objectState.HyperDash.Value;
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IndexInBeatmap.Value = objectState.IndexInBeatmap.Value;
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}
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protected override void FreeAfterUse()
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{
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ClearTransforms();
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Alpha = 1;
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base.FreeAfterUse();
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}
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}
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}
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