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

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Linq;
using osu.Framework.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Judgements;
using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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>
protected abstract TaikoAction[] HitActions { get; }
/// <summary>
/// Whether a second hit is allowed to be processed. This occurs once this hit object has been hit successfully.
/// </summary>
protected bool SecondHitAllowed { get; private set; }
/// <summary>
/// Whether the last key pressed is a valid hit key.
/// </summary>
private bool validKeyPressed;
protected DrawableHit(Hit hit)
: base(hit)
{
FillMode = FillMode.Fit;
}
protected override void CheckForJudgements(bool userTriggered, double timeOffset)
{
if (!userTriggered)
{
if (!HitObject.HitWindows.CanBeHit(timeOffset))
AddJudgement(new TaikoJudgement { Result = HitResult.Miss });
return;
}
var result = HitObject.HitWindows.ResultFor(timeOffset);
if (result == HitResult.None)
return;
if (!validKeyPressed || result == HitResult.Miss)
AddJudgement(new TaikoJudgement { Result = HitResult.Miss });
else
{
AddJudgement(new TaikoJudgement
{
Result = result,
Final = !HitObject.IsStrong
});
SecondHitAllowed = true;
}
}
public override bool OnPressed(TaikoAction action)
{
validKeyPressed = HitActions.Contains(action);
// Only count this as handled if the new judgement is a hit
return UpdateJudgement(true);
}
protected override void Update()
{
base.Update();
Size = BaseSize * Parent.RelativeChildSize;
}
protected override void UpdateState(ArmedState state)
{
var circlePiece = MainPiece as CirclePiece;
circlePiece?.FlashBox.FinishTransforms();
var offset = !AllJudged ? 0 : Time.Current - HitObject.StartTime;
using (BeginDelayedSequence(HitObject.StartTime - Time.Current + offset, true))
{
switch (State.Value)
{
case ArmedState.Idle:
SecondHitAllowed = false;
validKeyPressed = false;
UnproxyContent();
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this.Delay(HitObject.HitWindows.HalfWindowFor(HitResult.Miss)).Expire();
break;
case ArmedState.Miss:
this.FadeOut(100)
.Expire();
break;
case ArmedState.Hit:
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// If we're far enough away from the left stage, we should bring outselves in front of it
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ProxyContent();
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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;
this.ScaleTo(0.8f, gravity_time * 2, Easing.OutQuad);
this.MoveToY(-gravity_travel_height, gravity_time, Easing.Out)
.Then()
.MoveToY(gravity_travel_height * 2, gravity_time * 2, Easing.In);
this.FadeOut(800)
.Expire();
break;
}
}
}
}
}