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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;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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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 TaikoAction[] HitActions { 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)
{
FillMode = FillMode.Fit;
}
protected override void CheckForJudgements(bool userTriggered, double timeOffset)
{
if (!userTriggered)
{
if (timeOffset > HitObject.HitWindowGood)
AddJudgement(new TaikoJudgement { Result = HitResult.Miss });
return;
}
double hitOffset = Math.Abs(timeOffset);
if (hitOffset > HitObject.HitWindowMiss)
return;
if (!validKeyPressed)
AddJudgement(new TaikoJudgement { Result = HitResult.Miss });
else if (hitOffset < HitObject.HitWindowGood)
AddJudgement(new TaikoJudgement { Result = hitOffset < HitObject.HitWindowGreat ? HitResult.Great : HitResult.Good });
else
AddJudgement(new TaikoJudgement { Result = HitResult.Miss });
}
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public override bool OnPressed(TaikoAction action)
{
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validKeyPressed = HitActions.Contains(action);
return UpdateJudgement(true);
}
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protected override void Update()
{
base.Update();
Size = BaseSize * Parent.RelativeChildSize;
}
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protected override void UpdateState(ArmedState state)
{
var circlePiece = MainPiece as CirclePiece;
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circlePiece?.FlashBox.FinishTransforms();
var offset = !AllJudged ? 0 : Time.Current - HitObject.StartTime;
using (BeginDelayedSequence(HitObject.StartTime - Time.Current + offset, true))
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{
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switch (State)
{
case ArmedState.Idle:
this.Delay(HitObject.HitWindowMiss).Expire();
break;
case ArmedState.Miss:
this.FadeOut(100)
.Expire();
break;
case ArmedState.Hit:
var flash = circlePiece?.FlashBox;
if (flash != null)
{
flash.FadeTo(0.9f);
flash.FadeOut(300);
}
const float gravity_time = 300;
const float gravity_travel_height = 200;
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Content.ScaleTo(0.8f, gravity_time * 2, Easing.OutQuad);
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this.MoveToY(-gravity_travel_height, gravity_time, Easing.Out)
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.Then()
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.MoveToY(gravity_travel_height * 2, gravity_time * 2, Easing.In);
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this.FadeOut(800)
.Expire();
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break;
}
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}
}
}
}