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Add action support to taiko
This commit is contained in:
parent
a2c184ea43
commit
ff84eb219b
@ -4,13 +4,12 @@
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Game.Graphics;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using OpenTK.Input;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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{
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public class DrawableCentreHit : DrawableHit
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public class DrawableCentreHit : DrawableHit
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{
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{
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protected override Key[] HitKeys { get; } = { Key.F, Key.J };
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protected override TaikoAction[] HitActions { get; } = { TaikoAction.LeftCentre, TaikoAction.RightCentre };
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public DrawableCentreHit(Hit hit)
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public DrawableCentreHit(Hit hit)
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: base(hit)
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: base(hit)
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@ -4,13 +4,12 @@
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Game.Graphics;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using OpenTK.Input;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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{
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public class DrawableCentreHitStrong : DrawableHitStrong
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public class DrawableCentreHitStrong : DrawableHitStrong
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{
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{
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protected override Key[] HitKeys { get; } = { Key.F, Key.J };
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protected override TaikoAction[] HitActions { get; } = { TaikoAction.LeftCentre, TaikoAction.RightCentre };
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public DrawableCentreHitStrong(Hit hit)
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public DrawableCentreHitStrong(Hit hit)
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: base(hit)
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: base(hit)
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@ -56,6 +56,8 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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protected override TaikoPiece CreateMainPiece() => new ElongatedCirclePiece();
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protected override TaikoPiece CreateMainPiece() => new ElongatedCirclePiece();
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public override bool OnPressed(TaikoAction action) => false;
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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private void load(OsuColour colours)
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{
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{
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@ -5,7 +5,6 @@ using System;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Judgements;
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using osu.Game.Rulesets.Taiko.Judgements;
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using OpenTK.Input;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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@ -59,7 +58,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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}
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}
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}
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}
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protected override bool HandleKeyPress(Key key)
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public override bool OnPressed(TaikoAction action)
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{
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{
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return Judgement.Result == HitResult.None && UpdateJudgement(true);
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return Judgement.Result == HitResult.None && UpdateJudgement(true);
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}
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}
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@ -7,7 +7,6 @@ using osu.Framework.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Judgements;
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using osu.Game.Rulesets.Taiko.Judgements;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using OpenTK.Input;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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{
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@ -16,7 +15,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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/// <summary>
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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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/// A list of keys which can result in hits for this HitObject.
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/// </summary>
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/// </summary>
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protected abstract Key[] HitKeys { get; }
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protected abstract TaikoAction[] HitActions { get; }
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/// <summary>
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/// <summary>
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/// Whether the last key pressed is a valid hit key.
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/// Whether the last key pressed is a valid hit key.
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@ -62,12 +61,12 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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Judgement.Result = HitResult.Miss;
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Judgement.Result = HitResult.Miss;
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}
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}
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protected override bool HandleKeyPress(Key key)
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public override bool OnPressed(TaikoAction action)
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{
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{
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if (Judgement.Result != HitResult.None)
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if (Judgement.Result != HitResult.None)
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return false;
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return false;
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validKeyPressed = HitKeys.Contains(key);
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validKeyPressed = HitActions.Contains(action);
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return UpdateJudgement(true);
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return UpdateJudgement(true);
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}
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}
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@ -6,7 +6,6 @@ using System.Linq;
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using osu.Framework.Input;
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using osu.Framework.Input;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Judgements;
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using osu.Game.Rulesets.Taiko.Judgements;
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using OpenTK.Input;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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{
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@ -20,7 +19,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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private double firstHitTime;
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private double firstHitTime;
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private bool firstKeyHeld;
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private bool firstKeyHeld;
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private Key firstHitKey;
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private TaikoAction firstHitAction;
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protected DrawableHitStrong(Hit hit)
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protected DrawableHitStrong(Hit hit)
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: base(hit)
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: base(hit)
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@ -46,18 +45,26 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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Judgement.SecondHit = true;
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Judgement.SecondHit = true;
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}
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}
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protected override bool HandleKeyPress(Key key)
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public override bool OnReleased(TaikoAction action)
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{
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if (action == firstHitAction)
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firstKeyHeld = false;
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return base.OnReleased(action);
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}
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public override bool OnPressed(TaikoAction action)
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{
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{
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// Check if we've handled the first key
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// Check if we've handled the first key
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if (Judgement.Result == HitResult.None)
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if (Judgement.Result == HitResult.None)
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{
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{
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// First key hasn't been handled yet, attempt to handle it
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// First key hasn't been handled yet, attempt to handle it
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bool handled = base.HandleKeyPress(key);
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bool handled = base.OnPressed(action);
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if (handled)
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if (handled)
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{
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{
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firstHitTime = Time.Current;
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firstHitTime = Time.Current;
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firstHitKey = key;
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firstHitAction = action;
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firstKeyHeld = true;
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}
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}
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return handled;
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return handled;
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@ -68,22 +75,15 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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return false;
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return false;
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// Don't handle represses of the first key
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// Don't handle represses of the first key
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if (firstHitKey == key)
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if (firstHitAction == action)
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return false;
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return false;
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// Don't handle invalid hit key presses
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// Don't handle invalid hit action presses
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if (!HitKeys.Contains(key))
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if (!HitActions.Contains(action))
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return false;
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return false;
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// Assume the intention was to hit the strong hit with both keys only if the first key is still being held down
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// Assume the intention was to hit the strong hit with both keys only if the first key is still being held down
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return firstKeyHeld && UpdateJudgement(true);
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return firstKeyHeld && UpdateJudgement(true);
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}
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}
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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firstKeyHeld = state.Keyboard.Keys.Contains(firstHitKey);
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return base.OnKeyDown(state, args);
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}
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}
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}
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}
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}
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@ -4,13 +4,12 @@
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Game.Graphics;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using OpenTK.Input;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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{
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public class DrawableRimHit : DrawableHit
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public class DrawableRimHit : DrawableHit
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{
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{
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protected override Key[] HitKeys { get; } = { Key.D, Key.K };
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protected override TaikoAction[] HitActions { get; } = { TaikoAction.LeftRim, TaikoAction.RightRim };
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public DrawableRimHit(Hit hit)
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public DrawableRimHit(Hit hit)
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: base(hit)
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: base(hit)
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@ -4,13 +4,12 @@
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Game.Graphics;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using OpenTK.Input;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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{
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public class DrawableRimHitStrong : DrawableHitStrong
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public class DrawableRimHitStrong : DrawableHitStrong
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{
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{
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protected override Key[] HitKeys { get; } = { Key.D, Key.K };
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protected override TaikoAction[] HitActions { get; } = { TaikoAction.LeftRim, TaikoAction.RightRim };
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public DrawableRimHitStrong(Hit hit)
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public DrawableRimHitStrong(Hit hit)
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: base(hit)
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: base(hit)
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@ -13,7 +13,6 @@ using osu.Game.Rulesets.Taiko.Judgements;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using OpenTK;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics;
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using OpenTK.Input;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Shapes;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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@ -35,9 +34,9 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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private readonly CircularContainer targetRing;
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private readonly CircularContainer targetRing;
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private readonly CircularContainer expandingRing;
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private readonly CircularContainer expandingRing;
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private readonly Key[] rimKeys = { Key.D, Key.K };
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private readonly TaikoAction[] rimActions = { TaikoAction.LeftRim, TaikoAction.RightRim };
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private readonly Key[] centreKeys = { Key.F, Key.J };
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private readonly TaikoAction[] centreActions = { TaikoAction.LeftCentre, TaikoAction.RightCentre };
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private Key[] lastKeySet;
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private TaikoAction[] lastAction;
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/// <summary>
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/// <summary>
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/// The amount of times the user has hit this swell.
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/// The amount of times the user has hit this swell.
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@ -211,8 +210,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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}
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}
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}
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}
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public override bool OnPressed(TaikoAction action)
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protected override bool HandleKeyPress(Key key)
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{
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{
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if (Judgement.Result != HitResult.None)
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if (Judgement.Result != HitResult.None)
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return false;
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return false;
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@ -222,12 +220,12 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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return false;
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return false;
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// Find the keyset which this key corresponds to
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// Find the keyset which this key corresponds to
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var keySet = rimKeys.Contains(key) ? rimKeys : centreKeys;
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var keySet = rimActions.Contains(action) ? rimActions : centreActions;
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// Ensure alternating keysets
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// Ensure alternating keysets
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if (keySet == lastKeySet)
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if (keySet == lastAction)
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return false;
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return false;
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lastKeySet = keySet;
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lastAction = keySet;
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UpdateJudgement(true);
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UpdateJudgement(true);
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@ -1,26 +1,21 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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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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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using System.ComponentModel;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Judgements;
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using osu.Game.Rulesets.Taiko.Judgements;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using OpenTK;
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using OpenTK;
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using OpenTK.Input;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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{
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public abstract class DrawableTaikoHitObject<TaikoHitType> : DrawableScrollingHitObject<TaikoHitObject, TaikoJudgement>
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public abstract class DrawableTaikoHitObject<TaikoHitType> :
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DrawableScrollingHitObject<TaikoHitObject, TaikoJudgement>,
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IKeyBindingHandler<TaikoAction>
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where TaikoHitType : TaikoHitObject
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where TaikoHitType : TaikoHitObject
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{
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{
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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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public override Vector2 OriginPosition => new Vector2(DrawHeight / 2);
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public override Vector2 OriginPosition => new Vector2(DrawHeight / 2);
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protected readonly TaikoPiece MainPiece;
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protected readonly TaikoPiece MainPiece;
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protected virtual TaikoPiece CreateMainPiece() => new CirclePiece();
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protected virtual TaikoPiece CreateMainPiece() => new CirclePiece();
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protected virtual bool HandleKeyPress(Key key) => false;
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public abstract bool OnPressed(TaikoAction action);
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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public virtual bool OnReleased(TaikoAction action) => false;
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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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public enum TaikoAction
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{
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[Description("Left (Rim)")]
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LeftRim,
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[Description("Left (Centre)")]
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LeftCentre,
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[Description("Right (Centre)")]
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RightCentre,
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[Description("Right (Rim)")]
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RightRim
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}
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}
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}
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}
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