osu/osu.Game/Modes/Objects/Drawables/DrawableHitObject.cs

98 lines
2.7 KiB
C#

//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Diagnostics;
using osu.Framework;
using osu.Framework.Graphics.Containers;
namespace osu.Game.Modes.Objects.Drawables
{
public abstract class DrawableHitObject : Container, IStateful<ArmedState>
{
//todo: move to a more central implementation. this logic should not be at a drawable level.
public Action<DrawableHitObject> OnHit;
public Action<DrawableHitObject> OnMiss;
public Action<DrawableHitObject, JudgementInfo> CheckJudgement;
public Container<DrawableHitObject> ChildObjects;
public JudgementInfo Judgement;
public HitObject HitObject;
public DrawableHitObject(HitObject hitObject)
{
HitObject = hitObject;
Depth = -(float)hitObject.StartTime;
}
private ArmedState state;
public ArmedState State
{
get { return state; }
set
{
if (state == value) return;
state = value;
UpdateState(state);
}
}
/// <summary>
/// Process a hit of this hitobject. Carries out judgement.
/// </summary>
/// <param name="judgement">Preliminary judgement information provided by the hit source.</param>
/// <returns>Whether a hit was processed.</returns>
protected bool Hit(JudgementInfo judgement)
{
if (State != ArmedState.Idle)
return false;
judgement.TimeOffset = Time.Current - HitObject.EndTime;
CheckJudgement?.Invoke(this, judgement);
if (judgement.Result == HitResult.Ignore)
return false;
Judgement = judgement;
switch (judgement.Result)
{
default:
State = ArmedState.Hit;
OnHit?.Invoke(this);
break;
case HitResult.Miss:
State = ArmedState.Miss;
OnMiss?.Invoke(this);
break;
}
return true;
}
protected override void Update()
{
base.Update();
if (Time.Current >= HitObject.EndTime && Judgement == null)
Hit(new JudgementInfo());
}
protected abstract void UpdateState(ArmedState state);
}
public enum ArmedState
{
Idle,
Hit,
Miss
}
}