mirror of https://github.com/ppy/osu
89 lines
2.8 KiB
C#
89 lines
2.8 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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#nullable disable
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using System;
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using JetBrains.Annotations;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Catch.Judgements;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Utils;
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namespace osu.Game.Rulesets.Catch.Objects.Drawables
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{
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public abstract partial class DrawableCatchHitObject : DrawableHitObject<CatchHitObject>
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{
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public readonly Bindable<float> OriginalXBindable = new Bindable<float>();
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public readonly Bindable<float> XOffsetBindable = new Bindable<float>();
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protected override double InitialLifetimeOffset => HitObject.TimePreempt;
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protected override float SamplePlaybackPosition => HitObject.EffectiveX / CatchPlayfield.WIDTH;
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public int RandomSeed => HitObject?.RandomSeed ?? 0;
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protected DrawableCatchHitObject([CanBeNull] CatchHitObject hitObject)
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: base(hitObject)
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{
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Anchor = Anchor.BottomLeft;
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}
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/// <summary>
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/// Get a random number in range [0,1) based on seed <see cref="RandomSeed"/>.
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/// </summary>
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public float RandomSingle(int series) => StatelessRNG.NextSingle(RandomSeed, series);
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protected override void OnApply()
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{
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base.OnApply();
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OriginalXBindable.BindTo(HitObject.OriginalXBindable);
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XOffsetBindable.BindTo(HitObject.XOffsetBindable);
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}
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protected override void OnFree()
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{
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base.OnFree();
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OriginalXBindable.UnbindFrom(HitObject.OriginalXBindable);
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XOffsetBindable.UnbindFrom(HitObject.XOffsetBindable);
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}
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[CanBeNull]
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public Func<CatchHitObject, bool> CheckPosition;
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protected override JudgementResult CreateResult(Judgement judgement) => new CatchJudgementResult(HitObject, judgement);
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
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if (CheckPosition == null) return;
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if (timeOffset >= 0 && Result != null)
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{
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if (CheckPosition.Invoke(HitObject))
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ApplyMaxResult();
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else
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ApplyMinResult();
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}
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}
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protected override void UpdateHitStateTransforms(ArmedState state)
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{
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switch (state)
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{
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case ArmedState.Miss:
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this.FadeOut(250).RotateTo(Rotation * 2, 250, Easing.Out);
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break;
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case ArmedState.Hit:
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this.FadeOut();
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break;
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}
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}
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}
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}
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