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osu-lazer/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs

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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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using System;
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using System.Linq;
using osu.Framework.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
public abstract class DrawableHit : DrawableTaikoHitObject<Hit>
{
/// <summary>
/// A list of keys which can result in hits for this HitObject.
/// </summary>
public abstract TaikoAction[] HitActions { get; }
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/// <summary>
/// The action that caused this <see cref="DrawableHit"/> to be hit.
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/// </summary>
public TaikoAction? HitAction { get; private set; }
private bool validActionPressed;
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private bool pressHandledThisFrame;
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protected DrawableHit(Hit hit)
: base(hit)
{
FillMode = FillMode.Fit;
}
protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
if (!userTriggered)
{
if (!HitObject.HitWindows.CanBeHit(timeOffset))
ApplyResult(r => r.Type = HitResult.Miss);
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return;
}
var result = HitObject.HitWindows.ResultFor(timeOffset);
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if (result == HitResult.None)
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return;
if (!validActionPressed)
ApplyResult(r => r.Type = HitResult.Miss);
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else
ApplyResult(r => r.Type = result);
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}
public override bool OnPressed(TaikoAction action)
{
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if (pressHandledThisFrame)
return true;
if (Judged)
return false;
validActionPressed = HitActions.Contains(action);
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// Only count this as handled if the new judgement is a hit
var result = UpdateResult(true);
if (IsHit)
HitAction = action;
// Regardless of whether we've hit or not, any secondary key presses in the same frame should be discarded
// E.g. hitting a non-strong centre as a strong should not fall through and perform a hit on the next note
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pressHandledThisFrame = true;
return result;
}
public override bool OnReleased(TaikoAction action)
{
if (action == HitAction)
HitAction = null;
return base.OnReleased(action);
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}
protected override void Update()
{
base.Update();
// The input manager processes all input prior to us updating, so this is the perfect time
// for us to remove the extra press blocking, before input is handled in the next frame
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pressHandledThisFrame = false;
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Size = BaseSize * Parent.RelativeChildSize;
}
protected override void UpdateStateTransforms(ArmedState state)
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{
switch (state)
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{
case ArmedState.Idle:
validActionPressed = false;
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UnproxyContent();
this.Delay(HitObject.HitWindows.HalfWindowFor(HitResult.Miss)).Expire();
break;
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case ArmedState.Miss:
this.FadeOut(100)
.Expire();
break;
case ArmedState.Hit:
// If we're far enough away from the left stage, we should bring outselves in front of it
ProxyContent();
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var flash = (MainPiece as CirclePiece)?.FlashBox;
flash?.FadeTo(0.9f).FadeOut(300);
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const float gravity_time = 300;
const float gravity_travel_height = 200;
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this.ScaleTo(0.8f, gravity_time * 2, Easing.OutQuad);
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this.MoveToY(-gravity_travel_height, gravity_time, Easing.Out)
.Then()
.MoveToY(gravity_travel_height * 2, gravity_time * 2, Easing.In);
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this.FadeOut(800)
.Expire();
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break;
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}
}
protected override DrawableStrongNestedHit CreateStrongHit(StrongHitObject hitObject) => new StrongNestedHit(hitObject, this);
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private class StrongNestedHit : DrawableStrongNestedHit
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{
/// <summary>
/// The lenience for the second key press.
/// This does not adjust by map difficulty in ScoreV2 yet.
/// </summary>
private const double second_hit_window = 30;
public new DrawableHit MainObject => (DrawableHit)base.MainObject;
public StrongNestedHit(StrongHitObject strong, DrawableHit hit)
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: base(strong, hit)
{
}
protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
if (!MainObject.Result.HasResult)
{
base.CheckForResult(userTriggered, timeOffset);
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return;
}
if (!MainObject.Result.IsHit)
{
ApplyResult(r => r.Type = HitResult.Miss);
return;
}
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if (!userTriggered)
{
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if (timeOffset - MainObject.Result.TimeOffset > second_hit_window)
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ApplyResult(r => r.Type = HitResult.Miss);
return;
}
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if (Math.Abs(timeOffset - MainObject.Result.TimeOffset) <= second_hit_window)
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ApplyResult(r => r.Type = MainObject.Result.Type);
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}
public override bool OnPressed(TaikoAction action)
{
// Don't process actions until the main hitobject is hit
if (!MainObject.IsHit)
return false;
// Don't process actions if the pressed button was released
if (MainObject.HitAction == null)
return false;
// Don't handle invalid hit action presses
if (!MainObject.HitActions.Contains(action))
return false;
return UpdateResult(true);
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}
}
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}
}