// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System; using System.Diagnostics; using System.Linq; using JetBrains.Annotations; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Input.Events; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Taiko.Skinning.Default; using osu.Game.Skinning; namespace osu.Game.Rulesets.Taiko.Objects.Drawables { public partial class DrawableHit : DrawableTaikoStrongableHitObject { /// /// A list of keys which can result in hits for this HitObject. /// public TaikoAction[] HitActions { get; internal set; } /// /// The action that caused this to be hit. /// public TaikoAction? HitAction { get; private set; } private bool validActionPressed; private double? lastPressHandleTime; private readonly Bindable type = new Bindable(); public DrawableHit() : this(null) { } public DrawableHit([CanBeNull] Hit hit) : base(hit) { FillMode = FillMode.Fit; } protected override void OnApply() { type.BindTo(HitObject.TypeBindable); // this doesn't need to be run inline as RecreatePieces is called by the base call below. type.BindValueChanged(_ => Scheduler.AddOnce(RecreatePieces)); base.OnApply(); } protected override void RecreatePieces() { updateActionsFromType(); base.RecreatePieces(); } protected override void OnFree() { base.OnFree(); type.UnbindFrom(HitObject.TypeBindable); type.UnbindEvents(); UnproxyContent(); HitActions = null; HitAction = null; validActionPressed = false; lastPressHandleTime = null; } private void updateActionsFromType() { HitActions = HitObject.Type == HitType.Centre ? new[] { TaikoAction.LeftCentre, TaikoAction.RightCentre } : new[] { TaikoAction.LeftRim, TaikoAction.RightRim }; } protected override SkinnableDrawable CreateMainPiece() => HitObject.Type == HitType.Centre ? new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.CentreHit), _ => new CentreHitCirclePiece(), confineMode: ConfineMode.ScaleToFit) : new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.RimHit), _ => new RimHitCirclePiece(), confineMode: ConfineMode.ScaleToFit); protected override void CheckForResult(bool userTriggered, double timeOffset) { Debug.Assert(HitObject.HitWindows != null); if (!userTriggered) { if (!HitObject.HitWindows.CanBeHit(timeOffset)) ApplyMinResult(); return; } var result = HitObject.HitWindows.ResultFor(timeOffset); if (result == HitResult.None) return; if (!validActionPressed) ApplyMinResult(); else ApplyResult(result); } public override bool OnPressed(KeyBindingPressEvent e) { if (lastPressHandleTime == Time.Current) return true; if (Judged) return false; validActionPressed = HitActions.Contains(e.Action); // Only count this as handled if the new judgement is a hit bool result = UpdateResult(true); if (IsHit) HitAction = e.Action; // Regardless of whether we've hit or not, any secondary key presses in the same frame should be discarded // E.g. hitting a non-strong centre as a strong should not fall through and perform a hit on the next note lastPressHandleTime = Time.Current; return result; } public override void OnReleased(KeyBindingReleaseEvent e) { if (e.Action == HitAction) HitAction = null; base.OnReleased(e); } protected override void UpdateHitStateTransforms(ArmedState state) { Debug.Assert(HitObject.HitWindows != null); switch (state) { case ArmedState.Idle: validActionPressed = false; UnproxyContent(); break; case ArmedState.Miss: this.FadeOut(100); break; case ArmedState.Hit: // If we're far enough away from the left stage, we should bring ourselves in front of it ProxyContent(); const float gravity_time = 300; const float gravity_travel_height = 200; if (SnapJudgementLocation) MainPiece.MoveToX(-X); this.ScaleTo(0.8f, gravity_time * 2, Easing.OutQuad); this.MoveToY(-gravity_travel_height, gravity_time, Easing.Out) .Then() .MoveToY(gravity_travel_height * 2, gravity_time * 2, Easing.In); this.FadeOut(800); break; } } protected override DrawableStrongNestedHit CreateStrongNestedHit(Hit.StrongNestedHit hitObject) => new StrongNestedHit(hitObject); public partial class StrongNestedHit : DrawableStrongNestedHit { public new DrawableHit ParentHitObject => (DrawableHit)base.ParentHitObject; /// /// The lenience for the second key press. /// This does not adjust by map difficulty in ScoreV2 yet. /// public const double SECOND_HIT_WINDOW = 30; public StrongNestedHit() : this(null) { } public StrongNestedHit([CanBeNull] Hit.StrongNestedHit nestedHit) : base(nestedHit) { } protected override void CheckForResult(bool userTriggered, double timeOffset) { if (!ParentHitObject.Result.HasResult) { base.CheckForResult(userTriggered, timeOffset); return; } if (!ParentHitObject.Result.IsHit) { ApplyMinResult(); return; } if (!userTriggered) { if (timeOffset - ParentHitObject.Result.TimeOffset > SECOND_HIT_WINDOW) ApplyMinResult(); return; } if (Math.Abs(timeOffset - ParentHitObject.Result.TimeOffset) <= SECOND_HIT_WINDOW) ApplyMaxResult(); } public override bool OnPressed(KeyBindingPressEvent e) { // Don't process actions until the main hitobject is hit if (!ParentHitObject.IsHit) return false; // Don't process actions if the pressed button was released if (ParentHitObject.HitAction == null) return false; // Don't handle invalid hit action presses if (!ParentHitObject.HitActions.Contains(e.Action)) return false; return UpdateResult(true); } } } }