mirror of
https://github.com/osukey/osukey.git
synced 2025-07-01 16:29:58 +09:00
Move catcher movement logic of Catcher
to CatcherArea
This commit is contained in:
@ -1,8 +1,10 @@
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// 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.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Bindings;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Catch.Judgements;
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using osu.Game.Rulesets.Catch.Objects.Drawables;
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@ -14,13 +16,20 @@ using osuTK;
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namespace osu.Game.Rulesets.Catch.UI
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{
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public class CatcherArea : Container
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public class CatcherArea : Container, IKeyBindingHandler<CatchAction>
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{
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public const float CATCHER_SIZE = 106.75f;
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public readonly Catcher MovableCatcher;
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private readonly CatchComboDisplay comboDisplay;
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/// <summary>
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/// <c>-1</c> when only left button is pressed.
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/// <c>1</c> when only right button is pressed.
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/// <c>0</c> when none or both left and right buttons are pressed.
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/// </summary>
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private int currentDirection;
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public CatcherArea(Container<CaughtObject> droppedObjectContainer, BeatmapDifficulty difficulty = null)
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{
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Size = new Vector2(CatchPlayfield.WIDTH, CATCHER_SIZE);
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@ -63,16 +72,73 @@ namespace osu.Game.Rulesets.Catch.UI
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MovableCatcher.OnRevertResult(hitObject, result);
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}
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protected override void Update()
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{
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base.Update();
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var replayState = (GetContainingInputManager().CurrentState as RulesetInputManagerInputState<CatchAction>)?.LastReplayState as CatchFramedReplayInputHandler.CatchReplayState;
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SetCatcherPosition(
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replayState?.CatcherX ??
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(float)(MovableCatcher.X + MovableCatcher.Speed * currentDirection * Clock.ElapsedFrameTime));
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}
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protected override void UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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var state = (GetContainingInputManager().CurrentState as RulesetInputManagerInputState<CatchAction>)?.LastReplayState as CatchFramedReplayInputHandler.CatchReplayState;
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if (state?.CatcherX != null)
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MovableCatcher.X = state.CatcherX.Value;
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comboDisplay.X = MovableCatcher.X;
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}
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public void SetCatcherPosition(float X)
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{
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float lastPosition = MovableCatcher.X;
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float newPosition = Math.Clamp(X, 0, CatchPlayfield.WIDTH);
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MovableCatcher.X = newPosition;
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if (lastPosition < newPosition)
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MovableCatcher.VisualDirection = Direction.Right;
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else if (lastPosition > newPosition)
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MovableCatcher.VisualDirection = Direction.Left;
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}
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public bool OnPressed(CatchAction action)
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{
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switch (action)
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{
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case CatchAction.MoveLeft:
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currentDirection--;
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return true;
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case CatchAction.MoveRight:
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currentDirection++;
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return true;
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case CatchAction.Dash:
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MovableCatcher.Dashing = true;
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return true;
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}
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return false;
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}
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public void OnReleased(CatchAction action)
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{
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switch (action)
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{
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case CatchAction.MoveLeft:
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currentDirection++;
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break;
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case CatchAction.MoveRight:
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currentDirection--;
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break;
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case CatchAction.Dash:
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MovableCatcher.Dashing = false;
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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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