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Mode -> Ruleset.
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155
osu.Game.Rulesets.Osu/Objects/Drawables/DrawableHitCircle.cs
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155
osu.Game.Rulesets.Osu/Objects/Drawables/DrawableHitCircle.cs
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
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using OpenTK;
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using osu.Game.Rulesets.Objects.Types;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableHitCircle : DrawableOsuHitObject, IDrawableHitObjectWithProxiedApproach
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{
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public ApproachCircle ApproachCircle;
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private readonly CirclePiece circle;
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private readonly RingPiece ring;
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private readonly FlashPiece flash;
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private readonly ExplodePiece explode;
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private readonly NumberPiece number;
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private readonly GlowPiece glow;
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public DrawableHitCircle(OsuHitObject h) : base(h)
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{
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Origin = Anchor.Centre;
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Position = HitObject.StackedPosition;
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Scale = new Vector2(HitObject.Scale);
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Children = new Drawable[]
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{
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glow = new GlowPiece
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{
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Colour = AccentColour
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},
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circle = new CirclePiece
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{
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Colour = AccentColour,
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Hit = () =>
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{
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if (Judgement.Result != HitResult.None) return false;
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Judgement.PositionOffset = Vector2.Zero; //todo: set to correct value
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UpdateJudgement(true);
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return true;
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},
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},
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number = new NumberPiece
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{
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Text = h is Spinner ? "S" : (HitObject.ComboIndex + 1).ToString(),
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},
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ring = new RingPiece(),
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flash = new FlashPiece(),
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explode = new ExplodePiece
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{
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Colour = AccentColour,
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},
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ApproachCircle = new ApproachCircle
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{
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Colour = AccentColour,
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}
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};
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//may not be so correct
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Size = circle.DrawSize;
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}
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protected override void CheckJudgement(bool userTriggered)
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{
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if (!userTriggered)
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{
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if (Judgement.TimeOffset > HitObject.HitWindowFor(OsuScoreResult.Hit50))
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Judgement.Result = HitResult.Miss;
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return;
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}
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double hitOffset = Math.Abs(Judgement.TimeOffset);
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if (hitOffset < HitObject.HitWindowFor(OsuScoreResult.Hit50))
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{
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Judgement.Result = HitResult.Hit;
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Judgement.Score = HitObject.ScoreResultForOffset(hitOffset);
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}
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else
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Judgement.Result = HitResult.Miss;
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}
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protected override void UpdateInitialState()
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{
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base.UpdateInitialState();
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//sane defaults
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ring.Alpha = circle.Alpha = number.Alpha = glow.Alpha = 1;
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ApproachCircle.Alpha = 0;
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ApproachCircle.Scale = new Vector2(4);
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explode.Alpha = 0;
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}
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protected override void UpdatePreemptState()
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{
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base.UpdatePreemptState();
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ApproachCircle.FadeIn(Math.Min(TIME_FADEIN * 2, TIME_PREEMPT));
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ApproachCircle.ScaleTo(1.1f, TIME_PREEMPT);
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}
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protected override void UpdateState(ArmedState state)
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{
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base.UpdateState(state);
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ApproachCircle.FadeOut();
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double endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
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double duration = endTime - HitObject.StartTime;
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glow.Delay(duration);
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glow.FadeOut(400);
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switch (state)
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{
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case ArmedState.Idle:
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Delay(duration + TIME_PREEMPT);
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FadeOut(TIME_FADEOUT);
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Expire(true);
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break;
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case ArmedState.Miss:
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FadeOut(TIME_FADEOUT / 5);
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Expire();
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break;
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case ArmedState.Hit:
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const double flash_in = 40;
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flash.FadeTo(0.8f, flash_in);
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flash.Delay(flash_in);
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flash.FadeOut(100);
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explode.FadeIn(flash_in);
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Delay(flash_in, true);
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//after the flash, we can hide some elements that were behind it
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ring.FadeOut();
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circle.FadeOut();
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number.FadeOut();
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FadeOut(800);
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ScaleTo(Scale * 1.5f, 400, EasingTypes.OutQuad);
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Expire();
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break;
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}
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}
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public Drawable ProxiedLayer => ApproachCircle;
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}
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}
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