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61 lines
1.8 KiB
C#
61 lines
1.8 KiB
C#
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using OpenTK.Input;
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using System.Collections.Generic;
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using osu.Game.Modes.Taiko.Judgements;
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using System;
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using osu.Game.Modes.Objects.Drawables;
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using osu.Framework.Input;
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namespace osu.Game.Modes.Taiko.Objects.Drawable
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{
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public class DrawableDrumRollTick : DrawableTaikoHitObject<DrumRollTick>
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{
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/// <summary>
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/// A list of keys which this HitObject will accept. These are the standard Taiko keys for now.
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/// These should be moved to bindings later.
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/// </summary>
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private List<Key> validKeys = new List<Key>(new[] { Key.D, Key.F, Key.J, Key.K });
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public DrawableDrumRollTick(DrumRollTick tick)
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: base(tick)
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{
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}
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protected override TaikoJudgementInfo CreateJudgementInfo() => new TaikoDrumRollTickJudgementInfo();
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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.TickTimeDistance / 2)
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Judgement.Result = Modes.Objects.Drawables.HitResult.Miss;
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return;
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}
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if (Math.Abs(Judgement.TimeOffset) < HitObject.TickTimeDistance / 2)
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{
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Judgement.Result = HitResult.Hit;
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Judgement.Score = TaikoScoreResult.Great;
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}
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}
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protected override void Update()
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{
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// Drum roll ticks shouldn't move
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}
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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if (args.Repeat)
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return false;
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if (Judgement.Result.HasValue)
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return false;
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if (!validKeys.Contains(args.Key))
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return false;
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return UpdateJudgement(true);
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}
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}
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}
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