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osu-lazer/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
using System.Linq;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Judgements;
using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using OpenTK.Input;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
public abstract class DrawableHit : DrawableTaikoHitObject<Hit>
{
/// <summary>
/// A list of keys which can result in hits for this HitObject.
/// </summary>
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protected abstract Key[] HitKeys { get; }
/// <summary>
/// Whether the last key pressed is a valid hit key.
/// </summary>
private bool validKeyPressed;
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protected DrawableHit(Hit hit)
: base(hit)
{
}
protected override void CheckJudgement(bool userTriggered)
{
if (!userTriggered)
{
if (Judgement.TimeOffset > HitObject.HitWindowGood)
Judgement.Result = HitResult.Miss;
return;
}
double hitOffset = Math.Abs(Judgement.TimeOffset);
if (hitOffset > HitObject.HitWindowMiss)
return;
if (!validKeyPressed)
Judgement.Result = HitResult.Miss;
else if (hitOffset < HitObject.HitWindowGood)
{
Judgement.Result = HitResult.Hit;
Judgement.TaikoResult = hitOffset < HitObject.HitWindowGreat ? TaikoHitResult.Great : TaikoHitResult.Good;
}
else
Judgement.Result = HitResult.Miss;
}
protected override bool HandleKeyPress(Key key)
{
if (Judgement.Result != HitResult.None)
return false;
validKeyPressed = HitKeys.Contains(key);
return UpdateJudgement(true);
}
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protected override void UpdateState(ArmedState state)
{
Delay(HitObject.StartTime - Time.Current + Judgement.TimeOffset, true);
var circlePiece = MainPiece as CirclePiece;
circlePiece?.FlashBox.Flush();
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switch (State)
{
case ArmedState.Idle:
Delay(HitObject.HitWindowMiss);
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break;
case ArmedState.Miss:
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FadeOut(100);
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break;
case ArmedState.Hit:
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FadeOut(600);
var flash = circlePiece?.FlashBox;
if (flash != null)
{
flash.FadeTo(0.9f);
flash.FadeOut(300);
}
FadeOut(800);
const float gravity_time = 300;
const float gravity_travel_height = 200;
Content.ScaleTo(0.8f, gravity_time * 2, EasingTypes.OutQuad);
MoveToY(-gravity_travel_height, gravity_time, EasingTypes.Out);
Delay(gravity_time, true);
MoveToY(gravity_travel_height * 2, gravity_time * 2, EasingTypes.In);
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break;
}
Expire();
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}
}
}