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81 lines
2.4 KiB
C#
81 lines
2.4 KiB
C#
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using OpenTK.Input;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using osu.Framework.Input;
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namespace osu.Game.Modes.Taiko.Objects.Drawable
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{
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public abstract class DrawableHitFinisher : 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 Key firstHitKey;
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protected DrawableHitFinisher(TaikoHitObject hitObject)
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: base(hitObject)
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{
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}
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protected override void CheckJudgement(bool userTriggered)
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{
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if (!Judgement.Result.HasValue)
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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 OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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// Check if we've handled the initial key
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if (!Judgement.Result.HasValue)
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{
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bool result = base.OnKeyDown(state, args);
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if (result)
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{
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firstHitTime = Time.Current;
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firstHitKey = args.Key;
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}
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return result;
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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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// Don't handle represses of the same key
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if (firstHitKey == args.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(args.Key))
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return false;
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// If we're not holding the first key down still, assume the intention
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// was not to hit the finisher with both keys simultaneously
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if (!state.Keyboard.Keys.Contains(firstHitKey))
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return false;
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return UpdateJudgement(true);
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}
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}
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}
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