// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using osu.Game.Modes.Objects.Drawables; using osu.Game.Modes.Taiko.Judgements; using System.Linq; namespace osu.Game.Modes.Taiko.Objects.Drawable { public class DrawableDrumRoll : DrawableTaikoHitObject { private readonly DrumRoll drumRoll; public DrawableDrumRoll(DrumRoll drumRoll) : base(drumRoll) { this.drumRoll = drumRoll; int tickIndex = 0; foreach (var tick in drumRoll.Ticks) { var newTick = new DrawableDrumRollTick(tick) { Depth = tickIndex, X = (float)((tick.StartTime - HitObject.StartTime) / drumRoll.Duration) }; AddNested(newTick); tickIndex++; } } protected override void UpdateState(ArmedState state) { } protected override void CheckJudgement(bool userTriggered) { if (userTriggered) return; if (Judgement.TimeOffset < 0) return; int countHit = NestedHitObjects.Count(o => o.Judgement.Result == HitResult.Hit); if (countHit > drumRoll.RequiredGoodHits) { Judgement.Result = HitResult.Hit; Judgement.TaikoResult = countHit >= drumRoll.RequiredGreatHits ? TaikoHitResult.Great : TaikoHitResult.Good; } else Judgement.Result = HitResult.Miss; } } }