diff --git a/osu.Game.Modes.Taiko/Objects/Drawable/DrawableHit.cs b/osu.Game.Modes.Taiko/Objects/Drawable/DrawableHit.cs new file mode 100644 index 0000000000..caf4fee335 --- /dev/null +++ b/osu.Game.Modes.Taiko/Objects/Drawable/DrawableHit.cs @@ -0,0 +1,82 @@ +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 + { + /// + /// A list of keys which can result in hits for this HitObject. + /// + protected abstract List HitKeys { get; } + + /// + /// 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. + /// + private List validKeys = new List(new[] { Key.D, Key.F, Key.J, Key.K }); + + /// + /// Whether the last key pressed is a valid hit key. + /// + private bool validKeyPressed; + + protected DrawableHit(TaikoHitObject hitObject) + : base(hitObject) + { + } + + protected override void CheckJudgement(bool userTriggered) + { + if (!userTriggered) + { + if (Judgement.TimeOffset > HitObject.HitWindowGood) + Judgement.Result = HitResult.Miss; + return; + } + + double hitOffset = Math.Abs(Judgement.TimeOffset); + + if (hitOffset > HitObject.HitWindowMiss) + return; + + if (!validKeyPressed) + Judgement.Result = HitResult.Miss; + else if (hitOffset < HitObject.HitWindowGood) + { + Judgement.Result = HitResult.Hit; + Judgement.Score = hitOffset < HitObject.HitWindowGreat ? TaikoScoreResult.Great : TaikoScoreResult.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 sealed 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); + } + } +} diff --git a/osu.Game.Modes.Taiko/osu.Game.Modes.Taiko.csproj b/osu.Game.Modes.Taiko/osu.Game.Modes.Taiko.csproj index aab9a17276..dbd58d4666 100644 --- a/osu.Game.Modes.Taiko/osu.Game.Modes.Taiko.csproj +++ b/osu.Game.Modes.Taiko/osu.Game.Modes.Taiko.csproj @@ -50,6 +50,7 @@ +