mirror of https://github.com/ppy/osu
72 lines
2.2 KiB
C#
72 lines
2.2 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 osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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namespace osu.Game.Rulesets.Catch.Objects
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{
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public abstract class CatchHitObject : HitObject, IHasXPosition, IHasComboInformation
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{
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public const double OBJECT_RADIUS = 44;
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public float X { get; set; }
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public int IndexInBeatmap { get; set; }
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public virtual FruitVisualRepresentation VisualRepresentation => (FruitVisualRepresentation)(ComboIndex % 4);
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public virtual bool NewCombo { get; set; }
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public int ComboOffset { get; set; }
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public int IndexInCurrentCombo { get; set; }
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public int ComboIndex { get; set; }
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/// <summary>
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/// Difference between the distance to the next object
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/// and the distance that would have triggered a hyper dash.
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/// A value close to 0 indicates a difficult jump (for difficulty calculation).
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/// </summary>
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public float DistanceToHyperDash { get; set; }
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/// <summary>
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/// The next fruit starts a new combo. Used for explodey.
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/// </summary>
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public virtual bool LastInCombo { get; set; }
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public float Scale { get; set; } = 1;
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/// <summary>
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/// Whether this fruit can initiate a hyperdash.
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/// </summary>
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public bool HyperDash => HyperDashTarget != null;
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/// <summary>
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/// The target fruit if we are to initiate a hyperdash.
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/// </summary>
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public CatchHitObject HyperDashTarget;
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protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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Scale = 1.0f - 0.7f * (difficulty.CircleSize - 5) / 5;
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}
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protected override HitWindows CreateHitWindows() => null;
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}
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public enum FruitVisualRepresentation
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{
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Pear,
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Grape,
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Raspberry,
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Pineapple,
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Banana // banananananannaanana
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}
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}
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