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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System.Linq ;
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using osu.Framework.Allocation ;
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using osu.Framework.Bindables ;
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using osu.Framework.Graphics ;
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using osu.Framework.Graphics.Containers ;
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using osu.Framework.Input.Bindings ;
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using osu.Framework.Input.Events ;
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using osu.Game.Audio ;
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using osu.Game.Rulesets.Mania.Skinning.Default ;
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using osu.Game.Rulesets.Objects ;
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using osu.Game.Rulesets.Objects.Drawables ;
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using osu.Game.Rulesets.Scoring ;
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using osu.Game.Rulesets.UI.Scrolling ;
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using osu.Game.Screens.Play ;
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using osu.Game.Skinning ;
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using osuTK ;
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namespace osu.Game.Rulesets.Mania.Objects.Drawables
{
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/// <summary>
/// Visualises a <see cref="HoldNote"/> hit object.
/// </summary>
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public partial class DrawableHoldNote : DrawableManiaHitObject < HoldNote > , IKeyBindingHandler < ManiaAction >
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{
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public override bool DisplayResult = > false ;
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public IBindable < bool > IsHitting = > isHitting ;
private readonly Bindable < bool > isHitting = new Bindable < bool > ( ) ;
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public DrawableHoldNoteHead Head = > headContainer . Child ;
public DrawableHoldNoteTail Tail = > tailContainer . Child ;
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public DrawableHoldNoteBody Body = > bodyContainer . Child ;
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private Container < DrawableHoldNoteHead > headContainer ;
private Container < DrawableHoldNoteTail > tailContainer ;
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private Container < DrawableHoldNoteBody > bodyContainer ;
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private PausableSkinnableSound slidingSample ;
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/// <summary>
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/// Contains the size of the hold note covering the whole head/tail bounds. The size of this container changes as the hold note is being pressed.
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/// </summary>
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private Container sizingContainer ;
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/// <summary>
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/// Contains the contents of the hold note that should be masked as the hold note is being pressed. Follows changes in the size of <see cref="sizingContainer"/>.
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/// </summary>
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private Container maskingContainer ;
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private SkinnableDrawable bodyPiece ;
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/// <summary>
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/// Time at which the user started holding this hold note. Null if the user is not holding this hold note.
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/// </summary>
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public double? HoldStartTime { get ; private set ; }
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/// <summary>
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/// Used to decide whether to visually clamp the hold note to the judgement line.
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/// </summary>
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private double? releaseTime ;
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public DrawableHoldNote ( )
: this ( null )
{
}
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public DrawableHoldNote ( HoldNote hitObject )
: base ( hitObject )
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{
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}
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[BackgroundDependencyLoader]
private void load ( )
{
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Container maskedContents ;
AddRangeInternal ( new Drawable [ ]
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{
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sizingContainer = new Container
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{
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RelativeSizeAxes = Axes . Both ,
Children = new Drawable [ ]
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{
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maskingContainer = new Container
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{
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RelativeSizeAxes = Axes . Both ,
Child = maskedContents = new Container
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{
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RelativeSizeAxes = Axes . Both ,
Masking = true ,
}
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} ,
headContainer = new Container < DrawableHoldNoteHead > { RelativeSizeAxes = Axes . Both }
}
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} ,
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bodyContainer = new Container < DrawableHoldNoteBody > { RelativeSizeAxes = Axes . Both } ,
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bodyPiece = new SkinnableDrawable ( new ManiaSkinComponentLookup ( ManiaSkinComponents . HoldNoteBody ) , _ = > new DefaultBodyPiece
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{
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RelativeSizeAxes = Axes . Both ,
} )
{
RelativeSizeAxes = Axes . X
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} ,
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tailContainer = new Container < DrawableHoldNoteTail > { RelativeSizeAxes = Axes . Both } ,
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slidingSample = new PausableSkinnableSound { Looping = true }
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} ) ;
maskedContents . AddRange ( new [ ]
{
bodyPiece . CreateProxy ( ) ,
tailContainer . CreateProxy ( ) ,
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} ) ;
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}
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protected override void LoadComplete ( )
{
base . LoadComplete ( ) ;
isHitting . BindValueChanged ( updateSlidingSample , true ) ;
}
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protected override void OnApply ( )
{
base . OnApply ( ) ;
sizingContainer . Size = Vector2 . One ;
HoldStartTime = null ;
releaseTime = null ;
}
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protected override void AddNestedHitObject ( DrawableHitObject hitObject )
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{
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base . AddNestedHitObject ( hitObject ) ;
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switch ( hitObject )
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{
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case DrawableHoldNoteHead head :
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headContainer . Child = head ;
break ;
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case DrawableHoldNoteTail tail :
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tailContainer . Child = tail ;
break ;
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case DrawableHoldNoteBody body :
bodyContainer . Child = body ;
break ;
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}
}
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protected override void ClearNestedHitObjects ( )
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{
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base . ClearNestedHitObjects ( ) ;
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headContainer . Clear ( false ) ;
tailContainer . Clear ( false ) ;
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bodyContainer . Clear ( false ) ;
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}
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protected override DrawableHitObject CreateNestedHitObject ( HitObject hitObject )
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{
switch ( hitObject )
{
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case TailNote tail :
return new DrawableHoldNoteTail ( tail ) ;
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case HeadNote head :
return new DrawableHoldNoteHead ( head ) ;
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case HoldNoteBody body :
return new DrawableHoldNoteBody ( body ) ;
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}
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return base . CreateNestedHitObject ( hitObject ) ;
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}
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protected override void OnDirectionChanged ( ValueChangedEvent < ScrollingDirection > e )
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{
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base . OnDirectionChanged ( e ) ;
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if ( e . NewValue = = ScrollingDirection . Up )
{
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bodyPiece . Anchor = bodyPiece . Origin = Anchor . TopLeft ;
sizingContainer . Anchor = sizingContainer . Origin = Anchor . BottomLeft ;
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}
else
{
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bodyPiece . Anchor = bodyPiece . Origin = Anchor . BottomLeft ;
sizingContainer . Anchor = sizingContainer . Origin = Anchor . TopLeft ;
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}
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}
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public override void PlaySamples ( )
{
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// Samples are played by the head/tail notes.
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}
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public override void OnKilled ( )
{
base . OnKilled ( ) ;
( bodyPiece . Drawable as IHoldNoteBody ) ? . Recycle ( ) ;
}
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protected override void Update ( )
{
base . Update ( ) ;
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if ( Time . Current < releaseTime )
releaseTime = null ;
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if ( Time . Current < HoldStartTime )
endHold ( ) ;
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// Pad the full size container so its contents (i.e. the masking container) reach under the tail.
// This is required for the tail to not be masked away, since it lies outside the bounds of the hold note.
sizingContainer . Padding = new MarginPadding
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{
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Top = Direction . Value = = ScrollingDirection . Down ? - Tail . Height : 0 ,
Bottom = Direction . Value = = ScrollingDirection . Up ? - Tail . Height : 0 ,
} ;
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// Pad the masking container to the starting position of the body piece (half-way under the head).
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// This is required to make the body start getting masked immediately as soon as the note is held.
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maskingContainer . Padding = new MarginPadding
{
Top = Direction . Value = = ScrollingDirection . Up ? Head . Height / 2 : 0 ,
Bottom = Direction . Value = = ScrollingDirection . Down ? Head . Height / 2 : 0 ,
} ;
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// Position and resize the body to lie half-way under the head and the tail notes.
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// The rationale for this is account for heads/tails with corner radius.
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bodyPiece . Y = ( Direction . Value = = ScrollingDirection . Up ? 1 : - 1 ) * Head . Height / 2 ;
bodyPiece . Height = DrawHeight - Head . Height / 2 + Tail . Height / 2 ;
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if ( Time . Current > = HitObject . StartTime )
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{
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// As the note is being held, adjust the size of the sizing container. This has two effects:
// 1. The contained masking container will mask the body and ticks.
// 2. The head note will move along with the new "head position" in the container.
//
// As per stable, this should not apply for early hits, waiting until the object starts to touch the
// judgement area first.
if ( Head . IsHit & & releaseTime = = null & & DrawHeight > 0 )
{
// How far past the hit target this hold note is.
float yOffset = Direction . Value = = ScrollingDirection . Up ? - Y : Y ;
sizingContainer . Height = 1 - yOffset / DrawHeight ;
}
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}
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else
sizingContainer . Height = 1 ;
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}
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protected override void CheckForResult ( bool userTriggered , double timeOffset )
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{
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if ( Tail . AllJudged )
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{
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if ( Tail . IsHit )
ApplyResult ( r = > r . Type = r . Judgement . MaxResult ) ;
else
MissForcefully ( ) ;
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}
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// Make sure that the hold note is fully judged by giving the body a judgement.
if ( Tail . AllJudged & & ! Body . AllJudged )
Body . TriggerResult ( Tail . IsHit ) ;
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}
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public override void MissForcefully ( )
{
base . MissForcefully ( ) ;
// Important that this is always called when a result is applied.
endHold ( ) ;
}
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public bool OnPressed ( KeyBindingPressEvent < ManiaAction > e )
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{
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if ( AllJudged )
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return false ;
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if ( e . Action ! = Action . Value )
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return false ;
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// do not run any of this logic when rewinding, as it inverts order of presses/releases.
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if ( ( Clock as IGameplayClock ) ? . IsRewinding = = true )
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return false ;
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if ( CheckHittable ? . Invoke ( this , Time . Current ) = = false )
return false ;
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// The tail has a lenience applied to it which is factored into the miss window (i.e. the miss judgement will be delayed).
// But the hold cannot ever be started within the late-lenience window, so we should skip trying to begin the hold during that time.
// Note: Unlike below, we use the tail's start time to determine the time offset.
if ( Time . Current > Tail . HitObject . StartTime & & ! Tail . HitObject . HitWindows . CanBeHit ( Time . Current - Tail . HitObject . StartTime ) )
return false ;
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beginHoldAt ( Time . Current - Head . HitObject . StartTime ) ;
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return Head . UpdateResult ( ) ;
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}
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private void beginHoldAt ( double timeOffset )
{
if ( timeOffset < - Head . HitObject . HitWindows . WindowFor ( HitResult . Miss ) )
return ;
HoldStartTime = Time . Current ;
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isHitting . Value = true ;
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}
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public void OnReleased ( KeyBindingReleaseEvent < ManiaAction > e )
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{
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if ( AllJudged )
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return ;
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if ( e . Action ! = Action . Value )
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return ;
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// do not run any of this logic when rewinding, as it inverts order of presses/releases.
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if ( ( Clock as IGameplayClock ) ? . IsRewinding = = true )
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return ;
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// When our action is released and we are in the middle of a hold, there's a chance that
// the user has released too early (before the tail).
//
// In such a case, we want to record this against the DrawableHoldNoteBody.
if ( HoldStartTime ! = null )
{
Tail . UpdateResult ( ) ;
Body . TriggerResult ( Tail . IsHit ) ;
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endHold ( ) ;
releaseTime = Time . Current ;
}
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}
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private void endHold ( )
{
HoldStartTime = null ;
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isHitting . Value = false ;
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}
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protected override void LoadSamples ( )
{
// Note: base.LoadSamples() isn't called since the slider plays the tail's hitsounds for the time being.
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slidingSample . Samples = HitObject . CreateSlidingSamples ( ) . Cast < ISampleInfo > ( ) . ToArray ( ) ;
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}
public override void StopAllSamples ( )
{
base . StopAllSamples ( ) ;
slidingSample ? . Stop ( ) ;
}
private void updateSlidingSample ( ValueChangedEvent < bool > tracking )
{
if ( tracking . NewValue )
slidingSample ? . Play ( ) ;
else
slidingSample ? . Stop ( ) ;
}
protected override void OnFree ( )
{
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slidingSample . ClearSamples ( ) ;
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base . OnFree ( ) ;
}
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}
}