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osu-lazer/osu.Game.Modes.Taiko/Objects/Drawable/DrawableHitFinisher.cs

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C#
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using OpenTK.Input;
using System;
using System.Linq;
using osu.Framework.Input;
namespace osu.Game.Modes.Taiko.Objects.Drawable
{
public abstract class DrawableHitFinisher : DrawableHit
{
/// <summary>
/// The lenience for the second key press.
/// This does not adjust by map difficulty in ScoreV2 yet.
/// </summary>
private const double second_hit_window = 30;
private double firstHitTime;
private Key firstHitKey;
protected DrawableHitFinisher(TaikoHitObject hitObject)
: base(hitObject)
{
}
protected override void CheckJudgement(bool userTriggered)
{
if (!Judgement.Result.HasValue)
{
base.CheckJudgement(userTriggered);
return;
}
if (!userTriggered)
return;
// If we get here, we're assured that the key pressed is the correct secondary key
if (Math.Abs(firstHitTime - Time.Current) < second_hit_window)
Judgement.SecondHit = true;
}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
// Check if we've handled the initial key
if (!Judgement.Result.HasValue)
{
bool result = base.OnKeyDown(state, args);
if (result)
{
firstHitTime = Time.Current;
firstHitKey = args.Key;
}
return result;
}
// If we've already hit the second key, don't handle this object any further
if (Judgement.SecondHit)
return false;
// Don't handle represses of the same key
if (firstHitKey == args.Key)
return false;
// Don't handle invalid hit key presses
if (!HitKeys.Contains(args.Key))
return false;
// If we're not holding the first key down still, assume the intention
// was not to hit the finisher with both keys simultaneously
if (!state.Keyboard.Keys.Contains(firstHitKey))
return false;
return UpdateJudgement(true);
}
}
}