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Merge branch 'master' into taiko_hit_drawing

This commit is contained in:
Dan Balasescu 2017-03-28 17:25:07 +09:00 committed by GitHub
commit 0a1b9fe398
6 changed files with 123 additions and 4 deletions

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@ -0,0 +1,57 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Game.Modes.Objects.Drawables;
using osu.Game.Modes.Taiko.Judgements;
using System.Linq;
namespace osu.Game.Modes.Taiko.Objects.Drawable
{
public class DrawableDrumRoll : DrawableTaikoHitObject
{
private readonly DrumRoll drumRoll;
public DrawableDrumRoll(DrumRoll drumRoll)
: base(drumRoll)
{
this.drumRoll = drumRoll;
int tickIndex = 0;
foreach (var tick in drumRoll.Ticks)
{
var newTick = new DrawableDrumRollTick(tick)
{
Depth = tickIndex,
X = (float)((tick.StartTime - HitObject.StartTime) / drumRoll.Duration)
};
AddNested(newTick);
tickIndex++;
}
}
protected override void UpdateState(ArmedState state)
{
}
protected override void CheckJudgement(bool userTriggered)
{
if (userTriggered)
return;
if (Judgement.TimeOffset < 0)
return;
int countHit = NestedHitObjects.Count(o => o.Judgement.Result == HitResult.Hit);
if (countHit > drumRoll.RequiredGoodHits)
{
Judgement.Result = HitResult.Hit;
Judgement.TaikoResult = countHit >= drumRoll.RequiredGreatHits ? TaikoHitResult.Great : TaikoHitResult.Good;
}
else
Judgement.Result = HitResult.Miss;
}
}
}

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@ -0,0 +1,53 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK.Input;
using osu.Game.Modes.Taiko.Judgements;
using System;
using osu.Game.Modes.Objects.Drawables;
namespace osu.Game.Modes.Taiko.Objects.Drawable
{
public class DrawableDrumRollTick : DrawableTaikoHitObject
{
private readonly DrumRollTick tick;
public DrawableDrumRollTick(DrumRollTick tick)
: base(tick)
{
this.tick = tick;
}
protected override TaikoJudgement CreateJudgement() => new TaikoDrumRollTickJudgement();
protected override void CheckJudgement(bool userTriggered)
{
if (!userTriggered)
{
if (Judgement.TimeOffset > tick.HitWindow)
Judgement.Result = HitResult.Miss;
return;
}
if (Math.Abs(Judgement.TimeOffset) < tick.HitWindow)
{
Judgement.Result = HitResult.Hit;
Judgement.TaikoResult = TaikoHitResult.Great;
}
}
protected override void UpdateState(ArmedState state)
{
}
protected override void UpdateScrollPosition(double time)
{
// Drum roll ticks shouldn't move
}
protected override bool HandleKeyPress(Key key)
{
return !Judgement.Result.HasValue && UpdateJudgement(true);
}
}
}

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@ -101,4 +101,4 @@ namespace osu.Game.Modes.Taiko.Objects
return ret;
}
}
}
}

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@ -15,5 +15,10 @@ namespace osu.Game.Modes.Taiko.Objects
/// <para>Half of this value is the hit window of the tick.</para>
/// </summary>
public double TickTimeDistance;
/// <summary>
/// The time allowed to hit this tick.
/// </summary>
public double HitWindow => TickTimeDistance / 2;
}
}

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@ -26,6 +26,7 @@ namespace osu.Game.Modes.Taiko.UI
/// <summary>
/// The play field height scale.
/// This also uniformly scales the notes to match the new playfield height.
/// </summary>
public const float PLAYFIELD_SCALE = 0.65f;

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@ -61,15 +61,18 @@
<Compile Include="Objects\Drawable\DrawableStrongHit.cs" />
<Compile Include="Objects\Drawable\Pieces\RimHitCirclePiece.cs" />
<Compile Include="Objects\Drawable\Pieces\StrongCirclePiece.cs" />
<Compile Include="Objects\Drawable\DrawableDrumRoll.cs" />
<Compile Include="Objects\Drawable\DrawableDrumRollTick.cs" />
<Compile Include="Objects\Drawable\DrawableSwell.cs" />
<Compile Include="Objects\Drawable\DrawableTaikoHitObject.cs" />
<Compile Include="Objects\Drawable\Pieces\StrongCirclePiece.cs" />
<Compile Include="Objects\Drawable\Pieces\CirclePiece.cs" />
<Compile Include="Objects\DrumRoll.cs" />
<Compile Include="Objects\DrumRollTick.cs" />
<Compile Include="Objects\Hit.cs" />
<Compile Include="Objects\Swell.cs" />
<Compile Include="Objects\Drawable\Pieces\CirclePiece.cs" />
<Compile Include="TaikoDifficultyCalculator.cs" />
<Compile Include="Objects\TaikoHitObject.cs" />
<Compile Include="TaikoDifficultyCalculator.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Scoring\TaikoScoreProcessor.cs" />
<Compile Include="UI\HitTarget.cs" />
@ -106,4 +109,4 @@
<Target Name="AfterBuild">
</Target>
-->
</Project>
</Project>