1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-12 10:57:27 +08:00
osu-lazer/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableTaikoHitObject.cs

66 lines
2.3 KiB
C#
Raw Normal View History

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
2017-04-04 11:38:55 +08:00
using System.Collections.Generic;
using osu.Framework.Graphics;
2017-04-04 11:38:55 +08:00
using osu.Framework.Input;
2017-04-18 15:05:58 +08:00
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Judgements;
using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
using OpenTK;
2017-04-04 11:38:55 +08:00
using OpenTK.Input;
2017-04-18 15:05:58 +08:00
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
public abstract class DrawableTaikoHitObject<TaikoHitType> : DrawableScrollingHitObject<TaikoHitObject, TaikoJudgement>
where TaikoHitType : TaikoHitObject
{
/// <summary>
/// A list of keys which this hit object will accept. These are the standard Taiko keys for now.
/// These should be moved to bindings later.
/// </summary>
private readonly List<Key> validKeys = new List<Key>(new[] { Key.D, Key.F, Key.J, Key.K });
public override Vector2 OriginPosition => new Vector2(DrawHeight / 2);
protected readonly TaikoPiece MainPiece;
public new TaikoHitType HitObject;
protected DrawableTaikoHitObject(TaikoHitType hitObject)
: base(hitObject)
{
HitObject = hitObject;
Anchor = Anchor.CentreLeft;
Origin = Anchor.Custom;
RelativeSizeAxes = Axes.Both;
Size = new Vector2(HitObject.IsStrong ? TaikoHitObject.DEFAULT_STRONG_SIZE : TaikoHitObject.DEFAULT_SIZE);
Add(MainPiece = CreateMainPiece());
MainPiece.KiaiMode = HitObject.Kiai;
}
protected override TaikoJudgement CreateJudgement() => new TaikoJudgement();
2017-08-03 18:49:50 +08:00
protected virtual TaikoPiece CreateMainPiece() => new CirclePiece();
2017-03-25 23:01:00 +08:00
protected virtual bool HandleKeyPress(Key key) => false;
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
// Make sure we don't handle held-down keys
if (args.Repeat)
return false;
// Check if we've pressed a valid taiko key
if (!validKeys.Contains(args.Key))
return false;
// Handle it!
return HandleKeyPress(args.Key);
}
}
}