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Merge pull request #515 from smoogipooo/taiko_hit_drawables

Drawable Hit Implementation (Input only)
This commit is contained in:
Dean Herbert 2017-03-25 21:44:02 +09:00 committed by GitHub
commit f150c0828c
3 changed files with 170 additions and 0 deletions

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// 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 System;
using System.Linq;
using osu.Framework.Input;
namespace osu.Game.Modes.Taiko.Objects.Drawable
{
public abstract class DrawableAccentedHit : DrawableHit
{
/// <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;
private double firstHitTime;
private Key firstHitKey;
protected DrawableAccentedHit(Hit hit)
: base(hit)
{
}
protected override void CheckJudgement(bool userTriggered)
{
if (!Judgement.Result.HasValue)
{
base.CheckJudgement(userTriggered);
return;
}
if (!userTriggered)
return;
// If we get here, we're assured that the key pressed is the correct secondary key
if (Math.Abs(firstHitTime - Time.Current) < second_hit_window)
Judgement.SecondHit = true;
}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
// Check if we've handled the initial key
if (!Judgement.Result.HasValue)
{
bool result = base.OnKeyDown(state, args);
if (result)
{
firstHitTime = Time.Current;
firstHitKey = args.Key;
}
return result;
}
// If we've already hit the second key, don't handle this object any further
if (Judgement.SecondHit)
return false;
// Don't handle represses of the same key
if (firstHitKey == args.Key)
return false;
// Don't handle invalid hit key presses
if (!HitKeys.Contains(args.Key))
return false;
// If we're not holding the first key down still, assume the intention
// was not to hit the accented hit with both keys simultaneously
if (!state.Keyboard.Keys.Contains(firstHitKey))
return false;
return UpdateJudgement(true);
}
}
}

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// 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.Framework.Input;
using osu.Game.Modes.Objects.Drawables;
using osu.Game.Modes.Taiko.Judgements;
using System;
using System.Collections.Generic;
namespace osu.Game.Modes.Taiko.Objects.Drawable
{
public abstract class DrawableHit : DrawableTaikoHitObject
{
/// <summary>
/// A list of keys which can result in hits for this HitObject.
/// </summary>
protected abstract List<Key> HitKeys { get; }
/// <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 });
private readonly Hit hit;
/// <summary>
/// Whether the last key pressed is a valid hit key.
/// </summary>
private bool validKeyPressed;
protected DrawableHit(Hit hit)
: base(hit)
{
this.hit = hit;
}
protected override void CheckJudgement(bool userTriggered)
{
if (!userTriggered)
{
if (Judgement.TimeOffset > hit.HitWindowGood)
Judgement.Result = HitResult.Miss;
return;
}
double hitOffset = Math.Abs(Judgement.TimeOffset);
if (hitOffset > hit.HitWindowMiss)
return;
if (!validKeyPressed)
Judgement.Result = HitResult.Miss;
else if (hitOffset < hit.HitWindowGood)
{
Judgement.Result = HitResult.Hit;
Judgement.TaikoResult = hitOffset < hit.HitWindowGreat ? TaikoHitResult.Great : TaikoHitResult.Good;
}
else
Judgement.Result = HitResult.Miss;
}
protected virtual bool HandleKeyPress(Key key)
{
if (Judgement.Result.HasValue)
return false;
validKeyPressed = HitKeys.Contains(key);
return UpdateJudgement(true);
}
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);
}
}
}

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<Compile Include="Judgements\TaikoDrumRollTickJudgement.cs" /> <Compile Include="Judgements\TaikoDrumRollTickJudgement.cs" />
<Compile Include="Judgements\TaikoJudgement.cs" /> <Compile Include="Judgements\TaikoJudgement.cs" />
<Compile Include="Judgements\TaikoHitResult.cs" /> <Compile Include="Judgements\TaikoHitResult.cs" />
<Compile Include="Objects\Drawable\DrawableHit.cs" />
<Compile Include="Objects\Drawable\DrawableAccentedHit.cs" />
<Compile Include="Objects\Drawable\DrawableTaikoHitObject.cs" /> <Compile Include="Objects\Drawable\DrawableTaikoHitObject.cs" />
<Compile Include="Objects\Bash.cs" /> <Compile Include="Objects\Bash.cs" />
<Compile Include="Objects\Drawable\Pieces\AccentedCirclePiece.cs" /> <Compile Include="Objects\Drawable\Pieces\AccentedCirclePiece.cs" />