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Merge pull request #515 from smoogipooo/taiko_hit_drawables
Drawable Hit Implementation (Input only)
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commit
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80
osu.Game.Modes.Taiko/Objects/Drawable/DrawableAccentedHit.cs
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80
osu.Game.Modes.Taiko/Objects/Drawable/DrawableAccentedHit.cs
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using OpenTK.Input;
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using System;
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using System.Linq;
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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 DrawableAccentedHit : 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 DrawableAccentedHit(Hit hit)
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: base(hit)
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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 accented hit 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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88
osu.Game.Modes.Taiko/Objects/Drawable/DrawableHit.cs
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88
osu.Game.Modes.Taiko/Objects/Drawable/DrawableHit.cs
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using OpenTK.Input;
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using osu.Framework.Input;
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using osu.Game.Modes.Objects.Drawables;
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using osu.Game.Modes.Taiko.Judgements;
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using System;
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using System.Collections.Generic;
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namespace osu.Game.Modes.Taiko.Objects.Drawable
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{
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public abstract class DrawableHit : DrawableTaikoHitObject
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{
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/// <summary>
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/// A list of keys which can result in hits for this HitObject.
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/// </summary>
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protected abstract List<Key> HitKeys { get; }
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/// <summary>
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/// A list of keys which this hit object will accept. These are the standard Taiko keys for now.
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/// These should be moved to bindings later.
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/// </summary>
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private readonly List<Key> validKeys = new List<Key>(new[] { Key.D, Key.F, Key.J, Key.K });
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private readonly Hit hit;
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/// <summary>
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/// Whether the last key pressed is a valid hit key.
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/// </summary>
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private bool validKeyPressed;
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protected DrawableHit(Hit hit)
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: base(hit)
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{
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this.hit = hit;
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}
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protected override void CheckJudgement(bool userTriggered)
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{
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if (!userTriggered)
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{
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if (Judgement.TimeOffset > hit.HitWindowGood)
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Judgement.Result = HitResult.Miss;
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return;
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}
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double hitOffset = Math.Abs(Judgement.TimeOffset);
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if (hitOffset > hit.HitWindowMiss)
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return;
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if (!validKeyPressed)
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Judgement.Result = HitResult.Miss;
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else if (hitOffset < hit.HitWindowGood)
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{
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Judgement.Result = HitResult.Hit;
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Judgement.TaikoResult = hitOffset < hit.HitWindowGreat ? TaikoHitResult.Great : TaikoHitResult.Good;
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}
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else
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Judgement.Result = HitResult.Miss;
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}
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protected virtual bool HandleKeyPress(Key key)
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{
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if (Judgement.Result.HasValue)
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return false;
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validKeyPressed = HitKeys.Contains(key);
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return UpdateJudgement(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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// Make sure we don't handle held-down keys
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if (args.Repeat)
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return false;
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// Check if we've pressed a valid taiko key
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if (!validKeys.Contains(args.Key))
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return false;
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// Handle it!
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return HandleKeyPress(args.Key);
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}
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}
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}
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@ -52,6 +52,8 @@
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<Compile Include="Judgements\TaikoDrumRollTickJudgement.cs" />
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<Compile Include="Judgements\TaikoDrumRollTickJudgement.cs" />
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<Compile Include="Judgements\TaikoJudgement.cs" />
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<Compile Include="Judgements\TaikoJudgement.cs" />
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<Compile Include="Judgements\TaikoHitResult.cs" />
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<Compile Include="Judgements\TaikoHitResult.cs" />
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<Compile Include="Objects\Drawable\DrawableHit.cs" />
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<Compile Include="Objects\Drawable\DrawableAccentedHit.cs" />
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<Compile Include="Objects\Drawable\DrawableTaikoHitObject.cs" />
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<Compile Include="Objects\Drawable\DrawableTaikoHitObject.cs" />
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<Compile Include="Objects\Bash.cs" />
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<Compile Include="Objects\Bash.cs" />
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<Compile Include="Objects\Drawable\Pieces\AccentedCirclePiece.cs" />
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<Compile Include="Objects\Drawable\Pieces\AccentedCirclePiece.cs" />
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