osu/osu.Game.Rulesets.Mania/Objects/Drawables/DrawableManiaHitObject.cs
2018-06-08 15:16:45 +09:00

66 lines
1.9 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.UI.Scrolling;
namespace osu.Game.Rulesets.Mania.Objects.Drawables
{
public abstract class DrawableManiaHitObject : DrawableHitObject<ManiaHitObject>
{
protected DrawableManiaHitObject(ManiaHitObject hitObject)
: base(hitObject)
{
}
/// <summary>
/// Sets the scrolling direction.
/// </summary>
public virtual ScrollingDirection Direction
{
set
{
Anchor = value == ScrollingDirection.Up ? Anchor.TopCentre : Anchor.BottomCentre;
Origin = Anchor;
}
}
}
public abstract class DrawableManiaHitObject<TObject> : DrawableManiaHitObject
where TObject : ManiaHitObject
{
/// <summary>
/// The key that will trigger input for this hit object.
/// </summary>
protected ManiaAction Action { get; }
public new TObject HitObject;
protected DrawableManiaHitObject(TObject hitObject, ManiaAction? action = null)
: base(hitObject)
{
Anchor = Anchor.TopCentre;
Origin = Anchor.TopCentre;
HitObject = hitObject;
if (action != null)
Action = action.Value;
}
protected override void UpdateState(ArmedState state)
{
switch (state)
{
case ArmedState.Miss:
this.FadeOut(150, Easing.In).Expire();
break;
case ArmedState.Hit:
this.FadeOut(150, Easing.OutQuint).Expire();
break;
}
}
}
}