2017-03-20 17:25:12 +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 16:38:49 +08:00
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using System;
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using System.Linq;
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using osu.Framework.Input;
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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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2017-03-17 16:38:49 +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 abstract class DrawableHitStrong : DrawableHit
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{
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/// <summary>
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/// The lenience for the second key press.
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/// This does not adjust by map difficulty in ScoreV2 yet.
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/// </summary>
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private const double second_hit_window = 30;
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private double firstHitTime;
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private bool firstKeyHeld;
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private Key firstHitKey;
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protected DrawableHitStrong(Hit hit)
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: base(hit)
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{
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}
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2017-04-05 09:01:40 +08:00
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protected override TaikoJudgement CreateJudgement() => new TaikoStrongHitJudgement();
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protected override void CheckJudgement(bool userTriggered)
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{
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if (Judgement.Result == HitResult.None)
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{
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base.CheckJudgement(userTriggered);
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return;
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}
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if (!userTriggered)
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return;
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// If we get here, we're assured that the key pressed is the correct secondary key
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if (Math.Abs(firstHitTime - Time.Current) < second_hit_window)
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Judgement.SecondHit = true;
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}
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protected override bool HandleKeyPress(Key key)
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{
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// Check if we've handled the first key
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if (Judgement.Result == HitResult.None)
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{
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// First key hasn't been handled yet, attempt to handle it
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bool handled = base.HandleKeyPress(key);
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if (handled)
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{
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firstHitTime = Time.Current;
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firstHitKey = key;
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}
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return handled;
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}
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// If we've already hit the second key, don't handle this object any further
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if (Judgement.SecondHit)
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return false;
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2017-03-25 22:43:41 +08:00
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// Don't handle represses of the first key
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if (firstHitKey == key)
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return false;
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// Don't handle invalid hit key presses
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if (!HitKeys.Contains(key))
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return false;
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2017-03-28 09:02:41 +08:00
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// Assume the intention was to hit the strong hit with both keys only if the first key is still being held down
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return firstKeyHeld && UpdateJudgement(true);
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}
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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firstKeyHeld = state.Keyboard.Keys.Contains(firstHitKey);
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return base.OnKeyDown(state, args);
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}
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}
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}
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