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osu-lazer/osu.Game.Modes.Taiko/Objects/Drawable/DrawableDrumRollTick.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
using OpenTK.Input;
using System.Collections.Generic;
using osu.Game.Modes.Taiko.Judgements;
using System;
using osu.Game.Modes.Objects.Drawables;
using osu.Framework.Input;
namespace osu.Game.Modes.Taiko.Objects.Drawable
{
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public class DrawableDrumRollTick : DrawableTaikoHitObject
{
/// <summary>
/// A list of keys which this HitObject will accept. These are the standard Taiko keys for now.
/// These should be moved to bindings later.
/// </summary>
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private readonly List<Key> validKeys = new List<Key>(new[] { Key.D, Key.F, Key.J, Key.K });
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private readonly DrumRollTick tick;
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public DrawableDrumRollTick(DrumRollTick tick)
: base(tick)
{
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this.tick = tick;
}
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protected override TaikoJudgement CreateJudgement() => new TaikoDrumRollTickJudgement();
protected override void CheckJudgement(bool userTriggered)
{
if (!userTriggered)
{
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if (Judgement.TimeOffset > tick.TickTimeDistance / 2)
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Judgement.Result = HitResult.Miss;
return;
}
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if (Math.Abs(Judgement.TimeOffset) < tick.TickTimeDistance / 2)
{
Judgement.Result = HitResult.Hit;
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Judgement.TaikoResult = TaikoHitResult.Great;
}
}
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protected override void UpdateState(ArmedState state)
{
}
protected override void UpdateScrollPosition(double time)
{
// Drum roll ticks shouldn't move
}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
if (args.Repeat)
return false;
if (Judgement.Result.HasValue)
return false;
if (!validKeys.Contains(args.Key))
return false;
return UpdateJudgement(true);
}
}
}