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mirror of https://github.com/ppy/osu.git synced 2025-01-12 11:42:54 +08:00

Migrate DrawableHit to use a nested hitobject for strong hits

This commit is contained in:
smoogipoo 2018-08-03 16:12:38 +09:00
parent 2dff04392e
commit fdf889359f
8 changed files with 101 additions and 182 deletions

View File

@ -9,7 +9,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
public class DrawableCentreHit : DrawableHit
{
protected override TaikoAction[] HitActions { get; } = { TaikoAction.LeftCentre, TaikoAction.RightCentre };
public override TaikoAction[] HitActions { get; } = { TaikoAction.LeftCentre, TaikoAction.RightCentre };
public DrawableCentreHit(Hit hit)
: base(hit)

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@ -1,26 +0,0 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Allocation;
using osu.Game.Graphics;
using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
public class DrawableCentreHitStrong : DrawableHitStrong
{
protected override TaikoAction[] HitActions { get; } = { TaikoAction.LeftCentre, TaikoAction.RightCentre };
public DrawableCentreHitStrong(Hit hit)
: base(hit)
{
MainPiece.Add(new CentreHitSymbolPiece());
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
MainPiece.AccentColour = colours.PinkDarker;
}
}
}

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@ -3,10 +3,8 @@
using System.Linq;
using osu.Framework.Graphics;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Judgements;
using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
@ -16,21 +14,19 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
/// <summary>
/// A list of keys which can result in hits for this HitObject.
/// </summary>
protected abstract TaikoAction[] HitActions { get; }
protected readonly JudgementResult Result;
public abstract TaikoAction[] HitActions { get; }
/// <summary>
/// Whether the last key pressed is a valid hit key.
/// The action that caused this <see cref="DrawableHit"/> to be hit.
/// </summary>
private bool validKeyPressed;
public TaikoAction? HitAction { get; private set; }
private bool validActionPressed;
protected DrawableHit(Hit hit)
: base(hit)
{
FillMode = FillMode.Fit;
Result = Results.Single(r => !(r.Judgement is TaikoStrongHitJudgement));
}
protected override void CheckForJudgements(bool userTriggered, double timeOffset)
@ -38,7 +34,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
if (!userTriggered)
{
if (!HitObject.HitWindows.CanBeHit(timeOffset))
ApplyResult(Result, r => r.Type = HitResult.Miss);
ApplyResult(r => r.Type = HitResult.Miss);
return;
}
@ -46,18 +42,33 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
if (result == HitResult.None)
return;
if (!validKeyPressed)
ApplyResult(Result, r => r.Type = HitResult.Miss);
if (!validActionPressed)
ApplyResult(r => r.Type = HitResult.Miss);
else
ApplyResult(Result, r => r.Type = result);
ApplyResult(r => r.Type = result);
}
public override bool OnPressed(TaikoAction action)
{
validKeyPressed = HitActions.Contains(action);
if (Judged)
return false;
validActionPressed = HitActions.Contains(action);
// Only count this as handled if the new judgement is a hit
return UpdateJudgement(true);
var result = UpdateJudgement(true);
if (IsHit)
HitAction = action;
return result;
}
public override bool OnReleased(TaikoAction action)
{
if (action == HitAction)
HitAction = null;
return base.OnReleased(action);
}
protected override void Update()
@ -78,7 +89,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
switch (State.Value)
{
case ArmedState.Idle:
validKeyPressed = false;
validActionPressed = false;
UnproxyContent();
this.Delay(HitObject.HitWindows.HalfWindowFor(HitResult.Miss)).Expire();
@ -114,5 +125,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
}
}
}
protected override DrawableStrongHitObject CreateStrongObject(StrongHitObject hitObject) => new DrawableStrongHit(hitObject, this);
}
}

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@ -1,111 +0,0 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Linq;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Judgements;
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
public abstract class DrawableHitStrong : 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 readonly JudgementResult strongResult;
private double firstHitTime;
private bool firstKeyHeld;
private TaikoAction firstHitAction;
protected DrawableHitStrong(Hit hit)
: base(hit)
{
strongResult = Results.SingleOrDefault(r => r.Judgement is TaikoStrongHitJudgement);
}
protected override void CheckForJudgements(bool userTriggered, double timeOffset)
{
if (!Result.HasResult)
{
base.CheckForJudgements(userTriggered, timeOffset);
return;
}
if (!Result.IsHit)
{
ApplyResult(strongResult, r => r.Type = HitResult.Miss);
return;
}
if (!userTriggered)
{
if (timeOffset > second_hit_window)
ApplyResult(strongResult, r => r.Type = HitResult.Miss);
return;
}
if (Math.Abs(firstHitTime - Time.Current) < second_hit_window)
ApplyResult(strongResult, r => r.Type = HitResult.Great);
}
protected override void UpdateState(ArmedState state)
{
base.UpdateState(state);
switch (state)
{
case ArmedState.Idle:
firstHitTime = 0;
firstKeyHeld = false;
break;
}
}
public override bool OnReleased(TaikoAction action)
{
if (action == firstHitAction)
firstKeyHeld = false;
return base.OnReleased(action);
}
public override bool OnPressed(TaikoAction action)
{
if (AllJudged)
return false;
// Check if we've handled the first key
if (!Result.HasResult)
{
// First key hasn't been handled yet, attempt to handle it
bool handled = base.OnPressed(action);
if (handled)
{
firstHitTime = Time.Current;
firstHitAction = action;
firstKeyHeld = true;
}
return handled;
}
// Don't handle represses of the first key
if (firstHitAction == action)
return false;
// Don't handle invalid hit action presses
if (!HitActions.Contains(action))
return false;
// Assume the intention was to hit the strong hit with both keys only if the first key is still being held down
return firstKeyHeld && UpdateJudgement(true);
}
}
}

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@ -9,7 +9,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
public class DrawableRimHit : DrawableHit
{
protected override TaikoAction[] HitActions { get; } = { TaikoAction.LeftRim, TaikoAction.RightRim };
public override TaikoAction[] HitActions { get; } = { TaikoAction.LeftRim, TaikoAction.RightRim };
public DrawableRimHit(Hit hit)
: base(hit)

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@ -1,26 +0,0 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Allocation;
using osu.Game.Graphics;
using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
public class DrawableRimHitStrong : DrawableHitStrong
{
protected override TaikoAction[] HitActions { get; } = { TaikoAction.LeftRim, TaikoAction.RightRim };
public DrawableRimHitStrong(Hit hit)
: base(hit)
{
MainPiece.Add(new RimHitSymbolPiece());
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
MainPiece.AccentColour = colours.BlueDarker;
}
}
}

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@ -0,0 +1,68 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Linq;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
public class DrawableStrongHit : DrawableStrongHitObject
{
/// <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 readonly DrawableHit hit;
public DrawableStrongHit(StrongHitObject strong, DrawableHit hit)
: base(strong)
{
this.hit = hit;
}
protected override void CheckForJudgements(bool userTriggered, double timeOffset)
{
if (!hit.Result.HasResult)
{
base.CheckForJudgements(userTriggered, timeOffset);
return;
}
if (!hit.Result.IsHit)
{
ApplyResult(r => r.Type = HitResult.Miss);
return;
}
if (!userTriggered)
{
if (timeOffset > second_hit_window)
ApplyResult(r => r.Type = HitResult.Miss);
return;
}
if (Math.Abs(hit.Result.TimeOffset - timeOffset) < second_hit_window)
ApplyResult(r => r.Type = HitResult.Great);
}
public override bool OnPressed(TaikoAction action)
{
// Don't process actions until the main hitobject is hit
if (!hit.IsHit)
return false;
// Don't process actions if the pressed button was released
if (hit.HitAction == null)
return false;
// Don't handle invalid hit action presses
if (!hit.HitActions.Contains(action))
return false;
return UpdateJudgement(true);
}
}
}

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@ -3,6 +3,7 @@
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Taiko.Judgements;
namespace osu.Game.Rulesets.Taiko.Objects
@ -35,7 +36,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
base.CreateNestedHitObjects();
if (IsStrong)
AddNested(new StrongHitObject());
AddNested(new StrongHitObject { StartTime = (this as IHasEndTime)?.EndTime ?? StartTime });
}
protected override Judgement CreateJudgement() => new TaikoJudgement();