// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Diagnostics; using osu.Game.Rulesets.Scoring; namespace osu.Game.Rulesets.Mania.Objects.Drawables { /// /// The tail of a . /// public class DrawableHoldNoteTail : DrawableNote { /// /// Lenience of release hit windows. This is to make cases where the hold note release /// is timed alongside presses of other hit objects less awkward. /// Todo: This shouldn't exist for non-LegacyBeatmapDecoder beatmaps /// private const double release_window_lenience = 1.5; private readonly DrawableHoldNote holdNote; public DrawableHoldNoteTail(DrawableHoldNote holdNote) : base(holdNote.HitObject.Tail) { this.holdNote = holdNote; } protected override void CheckForResult(bool userTriggered, double timeOffset) { Debug.Assert(HitObject.HitWindows != null); // Factor in the release lenience timeOffset /= release_window_lenience; if (!userTriggered) { if (!HitObject.HitWindows.CanBeHit(timeOffset)) ApplyResult(r => r.Type = HitResult.Miss); return; } var result = HitObject.HitWindows.ResultFor(timeOffset); if (result == HitResult.None) return; ApplyResult(r => { if (holdNote.HasBroken && (result == HitResult.Perfect || result == HitResult.Perfect)) result = HitResult.Good; r.Type = result; }); } public override bool OnPressed(ManiaAction action) => false; // Tail doesn't handle key down public override bool OnReleased(ManiaAction action) { // Make sure that the user started holding the key during the hold note if (!holdNote.HoldStartTime.HasValue) return false; if (action != Action.Value) return false; UpdateResult(true); // Handled by the hold note, which will set holding = false return false; } } }