// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using osu.Framework.Graphics; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Taiko.Judgements; using OpenTK.Input; using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces; namespace osu.Game.Rulesets.Taiko.Objects.Drawables { public class DrawableDrumRollTick : DrawableTaikoHitObject { public DrawableDrumRollTick(DrumRollTick tick) : base(tick) { // Because ticks aren't added by the ScrollingPlayfield, we need to set the following properties ourselves RelativePositionAxes = Axes.X; X = (float)tick.StartTime; FillMode = FillMode.Fit; } protected override void LoadComplete() { base.LoadComplete(); // We need to set this here because RelativeSizeAxes won't/can't set our size by default with a different RelativeChildSize Width *= Parent.RelativeChildSize.X; } protected override TaikoPiece CreateMainPiece() => new TickPiece { Filled = HitObject.FirstTick }; protected override TaikoJudgement CreateJudgement() => new TaikoDrumRollTickJudgement { SecondHit = HitObject.IsStrong }; protected override void CheckJudgement(bool userTriggered) { if (!userTriggered) return; if (Math.Abs(Judgement.TimeOffset) < HitObject.HitWindow) { Judgement.Result = HitResult.Hit; Judgement.TaikoResult = TaikoHitResult.Great; } } protected override void UpdateState(ArmedState state) { switch (state) { case ArmedState.Hit: Content.ScaleTo(0, 100, Easing.OutQuint); break; } } protected override bool HandleKeyPress(Key key) { return Judgement.Result == HitResult.None && UpdateJudgement(true); } } }