using OpenTK.Input;
using osu.Framework.Input;
using osu.Game.Modes.Objects.Drawables;
using osu.Game.Modes.Taiko.Judgements;
using System;
using System.Collections.Generic;
namespace osu.Game.Modes.Taiko.Objects.Drawable
{
public abstract class DrawableHit : DrawableTaikoHitObject
{
///
/// A list of keys which can result in hits for this HitObject.
///
protected abstract List HitKeys { get; }
///
/// A list of keys which this hit object will accept. These are the standard Taiko keys for now.
/// These should be moved to bindings later.
///
private List validKeys = new List(new[] { Key.D, Key.F, Key.J, Key.K });
///
/// Whether the last key pressed is a valid hit key.
///
private bool validKeyPressed;
protected DrawableHit(TaikoHitObject hitObject)
: base(hitObject)
{
}
protected override void CheckJudgement(bool userTriggered)
{
if (!userTriggered)
{
if (Judgement.TimeOffset > HitObject.HitWindowGood)
Judgement.Result = HitResult.Miss;
return;
}
double hitOffset = Math.Abs(Judgement.TimeOffset);
if (hitOffset > HitObject.HitWindowMiss)
return;
if (!validKeyPressed)
Judgement.Result = HitResult.Miss;
else if (hitOffset < HitObject.HitWindowGood)
{
Judgement.Result = HitResult.Hit;
Judgement.Score = hitOffset < HitObject.HitWindowGreat ? TaikoScoreResult.Great : TaikoScoreResult.Good;
}
else
Judgement.Result = HitResult.Miss;
}
protected virtual bool HandleKeyPress(Key key)
{
if (Judgement.Result.HasValue)
return false;
validKeyPressed = HitKeys.Contains(key);
return UpdateJudgement(true);
}
protected sealed override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
// Make sure we don't handle held-down keys
if (args.Repeat)
return false;
// Check if we've pressed a valid taiko key
if (!validKeys.Contains(args.Key))
return false;
// Handle it!
return HandleKeyPress(args.Key);
}
}
}