2017-03-20 17:24:28 +08:00
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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2017-03-17 18:08:50 +08:00
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using System;
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2017-03-28 15:49:39 +08:00
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using osu.Framework.Graphics;
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2017-04-18 15:05:58 +08:00
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Judgements;
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2017-04-04 11:38:55 +08:00
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using OpenTK.Input;
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2017-04-18 15:05:58 +08:00
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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2017-03-17 18:08:50 +08:00
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2017-04-18 15:05:58 +08:00
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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public class DrawableDrumRollTick : DrawableTaikoHitObject<DrumRollTick>
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{
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public DrawableDrumRollTick(DrumRollTick tick)
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: base(tick)
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{
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2017-08-09 15:19:31 +08:00
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// Because ticks aren't added by the ScrollingPlayfield, we need to set the following properties ourselves
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RelativePositionAxes = Axes.X;
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X = (float)tick.StartTime;
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2017-08-03 12:24:13 +08:00
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FillMode = FillMode.Fit;
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2017-03-17 18:08:50 +08:00
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}
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2017-08-09 09:54:00 +08:00
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protected override void LoadComplete()
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{
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base.LoadComplete();
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// We need to set this here because RelativeSizeAxes won't/can't set our size by default with a different RelativeChildSize
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Width *= Parent.RelativeChildSize.X;
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}
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2017-04-05 09:01:40 +08:00
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protected override TaikoPiece CreateMainPiece() => new TickPiece
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{
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Filled = HitObject.FirstTick
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};
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protected override TaikoJudgement CreateJudgement() => new TaikoDrumRollTickJudgement { SecondHit = HitObject.IsStrong };
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protected override void CheckJudgement(bool userTriggered)
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{
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if (!userTriggered)
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return;
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if (Math.Abs(Judgement.TimeOffset) < HitObject.HitWindow)
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{
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Judgement.Result = HitResult.Hit;
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2017-03-22 00:51:44 +08:00
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Judgement.TaikoResult = TaikoHitResult.Great;
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}
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}
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2017-03-23 18:43:00 +08:00
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protected override void UpdateState(ArmedState state)
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{
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switch (state)
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{
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case ArmedState.Hit:
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Content.ScaleTo(0, 100, Easing.OutQuint);
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break;
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}
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2017-03-23 18:43:00 +08:00
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}
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2017-03-25 22:54:50 +08:00
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protected override bool HandleKeyPress(Key key)
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{
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return Judgement.Result == HitResult.None && UpdateJudgement(true);
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}
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}
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}
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