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Rename drawable namespace to avoid clashes with framework class
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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 System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Scoring;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Catch.Objects.Drawables
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{
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public abstract class PalpableCatchHitObject<TObject> : DrawableCatchHitObject<TObject>
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where TObject : CatchHitObject
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{
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public override bool CanBePlated => true;
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protected Container ScaleContainer;
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protected PalpableCatchHitObject(TObject hitObject)
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: base(hitObject)
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{
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Origin = Anchor.Centre;
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Size = new Vector2(CatchHitObject.OBJECT_RADIUS * 2);
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Masking = false;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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AddRangeInternal(new Drawable[]
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{
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ScaleContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Origin = Anchor.Centre,
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Anchor = Anchor.Centre,
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}
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});
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ScaleContainer.Scale = new Vector2(HitObject.Scale);
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}
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protected override void UpdateComboColour(Color4 proposedColour, IReadOnlyList<Color4> comboColours)
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{
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// ignore the incoming combo colour as we use a custom lookup
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AccentColour.Value = comboColours[(HitObject.IndexInBeatmap + 1) % comboColours.Count];
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}
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}
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public abstract class DrawableCatchHitObject<TObject> : DrawableCatchHitObject
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where TObject : CatchHitObject
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{
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public new TObject HitObject;
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protected DrawableCatchHitObject(TObject hitObject)
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: base(hitObject)
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{
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HitObject = hitObject;
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Anchor = Anchor.BottomLeft;
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}
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}
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public abstract class DrawableCatchHitObject : DrawableHitObject<CatchHitObject>
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{
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public virtual bool CanBePlated => false;
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public virtual bool StaysOnPlate => CanBePlated;
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public float DisplayRadius => DrawSize.X / 2 * Scale.X * HitObject.Scale;
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protected DrawableCatchHitObject(CatchHitObject hitObject)
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: base(hitObject)
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{
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RelativePositionAxes = Axes.X;
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X = hitObject.X;
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}
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public Func<CatchHitObject, bool> CheckPosition;
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public bool IsOnPlate;
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public override bool RemoveWhenNotAlive => IsOnPlate;
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
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if (CheckPosition == null) return;
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if (timeOffset >= 0 && Result != null)
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ApplyResult(r => r.Type = CheckPosition.Invoke(HitObject) ? HitResult.Perfect : HitResult.Miss);
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}
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protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt;
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protected override void UpdateInitialTransforms() => this.FadeInFromZero(200);
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protected override void UpdateStateTransforms(ArmedState state)
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{
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var endTime = HitObject.GetEndTime();
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using (BeginAbsoluteSequence(endTime, true))
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{
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switch (state)
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{
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case ArmedState.Miss:
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this.FadeOut(250).RotateTo(Rotation * 2, 250, Easing.Out);
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break;
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case ArmedState.Hit:
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this.FadeOut();
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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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}
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