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204 lines
6.9 KiB
C#
204 lines
6.9 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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public abstract class DrawableHit : DrawableTaikoHitObject<Hit>
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{
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/// <summary>
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/// A list of keys which can result in hits for this HitObject.
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/// </summary>
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public abstract TaikoAction[] HitActions { get; }
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/// <summary>
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/// The action that caused this <see cref="DrawableHit"/> to be hit.
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/// </summary>
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public TaikoAction? HitAction { get; private set; }
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private bool validActionPressed;
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private bool pressHandledThisFrame;
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protected DrawableHit(Hit hit)
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: base(hit)
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{
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FillMode = FillMode.Fit;
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}
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
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if (!userTriggered)
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{
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if (!HitObject.HitWindows.CanBeHit(timeOffset))
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ApplyResult(r => r.Type = HitResult.Miss);
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return;
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}
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var result = HitObject.HitWindows.ResultFor(timeOffset);
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if (result == HitResult.None)
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return;
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if (!validActionPressed)
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ApplyResult(r => r.Type = HitResult.Miss);
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else
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ApplyResult(r => r.Type = result);
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}
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public override bool OnPressed(TaikoAction action)
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{
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if (pressHandledThisFrame)
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return true;
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if (Judged)
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return false;
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validActionPressed = HitActions.Contains(action);
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// Only count this as handled if the new judgement is a hit
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var result = UpdateResult(true);
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if (IsHit)
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HitAction = action;
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// Regardless of whether we've hit or not, any secondary key presses in the same frame should be discarded
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// E.g. hitting a non-strong centre as a strong should not fall through and perform a hit on the next note
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pressHandledThisFrame = true;
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return result;
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}
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public override bool OnReleased(TaikoAction action)
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{
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if (action == HitAction)
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HitAction = null;
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return base.OnReleased(action);
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}
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protected override void Update()
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{
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base.Update();
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// The input manager processes all input prior to us updating, so this is the perfect time
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// for us to remove the extra press blocking, before input is handled in the next frame
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pressHandledThisFrame = false;
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Size = BaseSize * Parent.RelativeChildSize;
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}
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protected override void UpdateState(ArmedState state)
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{
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var circlePiece = MainPiece as CirclePiece;
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circlePiece?.FlashBox.FinishTransforms();
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var offset = !AllJudged ? 0 : Time.Current - HitObject.StartTime;
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using (BeginDelayedSequence(HitObject.StartTime - Time.Current + offset, true))
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{
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switch (State.Value)
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{
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case ArmedState.Idle:
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validActionPressed = false;
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UnproxyContent();
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this.Delay(HitObject.HitWindows.HalfWindowFor(HitResult.Miss)).Expire();
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break;
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case ArmedState.Miss:
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this.FadeOut(100)
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.Expire();
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break;
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case ArmedState.Hit:
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// If we're far enough away from the left stage, we should bring outselves in front of it
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ProxyContent();
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var flash = circlePiece?.FlashBox;
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if (flash != null)
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{
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flash.FadeTo(0.9f);
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flash.FadeOut(300);
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}
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const float gravity_time = 300;
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const float gravity_travel_height = 200;
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this.ScaleTo(0.8f, gravity_time * 2, Easing.OutQuad);
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this.MoveToY(-gravity_travel_height, gravity_time, Easing.Out)
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.Then()
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.MoveToY(gravity_travel_height * 2, gravity_time * 2, Easing.In);
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this.FadeOut(800)
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.Expire();
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break;
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}
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}
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}
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protected override DrawableStrongNestedHit CreateStrongHit(StrongHitObject hitObject) => new StrongNestedHit(hitObject, this);
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private class StrongNestedHit : DrawableStrongNestedHit
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{
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/// <summary>
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/// The lenience for the second key press.
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/// This does not adjust by map difficulty in ScoreV2 yet.
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/// </summary>
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private const double second_hit_window = 30;
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public new DrawableHit MainObject => (DrawableHit)base.MainObject;
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public StrongNestedHit(StrongHitObject strong, DrawableHit hit)
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: base(strong, hit)
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{
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}
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
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if (!MainObject.Result.HasResult)
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{
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base.CheckForResult(userTriggered, timeOffset);
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return;
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}
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if (!MainObject.Result.IsHit)
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{
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ApplyResult(r => r.Type = HitResult.Miss);
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return;
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}
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if (!userTriggered)
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{
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if (timeOffset - MainObject.Result.TimeOffset > second_hit_window)
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ApplyResult(r => r.Type = HitResult.Miss);
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return;
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}
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if (Math.Abs(timeOffset - MainObject.Result.TimeOffset) <= second_hit_window)
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ApplyResult(r => r.Type = MainObject.Result.Type);
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}
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public override bool OnPressed(TaikoAction action)
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{
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// Don't process actions until the main hitobject is hit
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if (!MainObject.IsHit)
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return false;
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// Don't process actions if the pressed button was released
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if (MainObject.HitAction == null)
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return false;
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// Don't handle invalid hit action presses
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if (!MainObject.HitActions.Contains(action))
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return false;
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return UpdateResult(true);
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}
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}
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}
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}
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