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Add bindables to catch hit objects
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@ -16,25 +16,47 @@ namespace osu.Game.Rulesets.Catch.Objects
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{
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{
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public const float OBJECT_RADIUS = 64;
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public const float OBJECT_RADIUS = 64;
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private float x;
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// This value is after XOffset applied.
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public readonly Bindable<float> XBindable = new Bindable<float>();
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// This value is before XOffset applied.
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private float originalX;
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/// <summary>
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/// <summary>
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/// The horizontal position of the fruit between 0 and <see cref="CatchPlayfield.WIDTH"/>.
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/// The horizontal position of the fruit between 0 and <see cref="CatchPlayfield.WIDTH"/>.
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/// </summary>
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/// </summary>
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public float X
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public float X
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{
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{
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get => x + XOffset;
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// TODO: I don't like this asymmetry.
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set => x = value;
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get => XBindable.Value;
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// originalX is set by `XBindable.BindValueChanged`
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set => XBindable.Value = value + xOffset;
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}
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}
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private float xOffset;
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/// <summary>
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/// <summary>
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/// A random offset applied to <see cref="X"/>, set by the <see cref="CatchBeatmapProcessor"/>.
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/// A random offset applied to <see cref="X"/>, set by the <see cref="CatchBeatmapProcessor"/>.
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/// </summary>
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/// </summary>
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internal float XOffset { get; set; }
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internal float XOffset
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{
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get => xOffset;
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set
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{
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xOffset = value;
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XBindable.Value = originalX + xOffset;
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}
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}
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public double TimePreempt = 1000;
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public double TimePreempt = 1000;
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public int IndexInBeatmap { get; set; }
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public readonly Bindable<int> IndexInBeatmapBindable = new Bindable<int>();
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public int IndexInBeatmap
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{
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get => IndexInBeatmapBindable.Value;
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set => IndexInBeatmapBindable.Value = value;
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}
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public virtual FruitVisualRepresentation VisualRepresentation => (FruitVisualRepresentation)(IndexInBeatmap % 4);
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public virtual FruitVisualRepresentation VisualRepresentation => (FruitVisualRepresentation)(IndexInBeatmap % 4);
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@ -69,7 +91,13 @@ namespace osu.Game.Rulesets.Catch.Objects
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set => LastInComboBindable.Value = value;
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set => LastInComboBindable.Value = value;
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}
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}
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public float Scale { get; set; } = 1;
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public readonly Bindable<float> ScaleBindable = new Bindable<float>(1);
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public float Scale
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{
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get => ScaleBindable.Value;
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set => ScaleBindable.Value = value;
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}
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protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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{
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@ -81,6 +109,11 @@ namespace osu.Game.Rulesets.Catch.Objects
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}
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}
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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protected CatchHitObject()
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{
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XBindable.BindValueChanged(x => originalX = x.NewValue - xOffset);
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}
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}
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}
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public enum FruitVisualRepresentation
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public enum FruitVisualRepresentation
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Collections.Generic;
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using osu.Framework.Bindables;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Objects.Types;
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using osuTK.Graphics;
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using osuTK.Graphics;
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@ -20,15 +21,27 @@ namespace osu.Game.Rulesets.Catch.Objects
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/// </summary>
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/// </summary>
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public float DistanceToHyperDash { get; set; }
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public float DistanceToHyperDash { get; set; }
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public readonly Bindable<bool> HyperDashBindable = new Bindable<bool>();
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/// <summary>
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/// <summary>
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/// Whether this fruit can initiate a hyperdash.
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/// Whether this fruit can initiate a hyperdash.
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/// </summary>
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/// </summary>
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public bool HyperDash => HyperDashTarget != null;
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public bool HyperDash => HyperDashBindable.Value;
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private CatchHitObject hyperDashTarget;
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/// <summary>
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/// <summary>
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/// The target fruit if we are to initiate a hyperdash.
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/// The target fruit if we are to initiate a hyperdash.
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/// </summary>
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/// </summary>
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public CatchHitObject HyperDashTarget;
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public CatchHitObject HyperDashTarget
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{
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get => hyperDashTarget;
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set
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{
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hyperDashTarget = value;
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HyperDashBindable.Value = value != null;
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}
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}
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Color4 IHasComboInformation.GetComboColour(IReadOnlyList<Color4> comboColours) => comboColours[(IndexInBeatmap + 1) % comboColours.Count];
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Color4 IHasComboInformation.GetComboColour(IReadOnlyList<Color4> comboColours) => comboColours[(IndexInBeatmap + 1) % comboColours.Count];
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}
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}
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