mirror of
https://github.com/ppy/osu.git
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265 lines
8.8 KiB
C#
265 lines
8.8 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.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Audio;
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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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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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public 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 TaikoAction[] HitActions { get; private set; }
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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
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{
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get;
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private set;
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}
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private bool validActionPressed;
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private bool pressHandledThisFrame;
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private Bindable<HitType> type;
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public 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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[BackgroundDependencyLoader]
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private void load()
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{
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type = HitObject.TypeBindable.GetBoundCopy();
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type.BindValueChanged(_ =>
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{
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updateType();
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RecreatePieces();
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});
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updateType();
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}
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private void updateType()
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{
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HitActions =
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HitObject.Type == HitType.Centre
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? new[] { TaikoAction.LeftCentre, TaikoAction.RightCentre }
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: new[] { TaikoAction.LeftRim, TaikoAction.RightRim };
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RecreatePieces();
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}
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protected override SkinnableDrawable CreateMainPiece() => HitObject.Type == HitType.Centre
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? new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.CentreHit), _ => new CentreHitCirclePiece(), confineMode: ConfineMode.ScaleToFit)
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: new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.RimHit), _ => new RimHitCirclePiece(), confineMode: ConfineMode.ScaleToFit);
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public override IEnumerable<HitSampleInfo> GetSamples()
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{
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// normal and claps are always handled by the drum (see DrumSampleMapping).
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// in addition, whistles are excluded as they are an alternative rim marker.
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var samples = HitObject.Samples.Where(s =>
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s.Name != HitSampleInfo.HIT_NORMAL
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&& s.Name != HitSampleInfo.HIT_CLAP
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&& s.Name != HitSampleInfo.HIT_WHISTLE);
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if (HitObject.Type == HitType.Rim && HitObject.IsStrong)
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{
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// strong + rim always maps to whistle.
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// TODO: this should really be in the legacy decoder, but can't be because legacy encoding parity would be broken.
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// when we add a taiko editor, this is probably not going to play nice.
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var corrected = samples.ToList();
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for (var i = 0; i < corrected.Count; i++)
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{
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var s = corrected[i];
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if (s.Name != HitSampleInfo.HIT_FINISH)
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continue;
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var sClone = s.Clone();
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sClone.Name = HitSampleInfo.HIT_WHISTLE;
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corrected[i] = sClone;
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}
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return corrected;
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}
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return samples;
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}
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
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Debug.Assert(HitObject.HitWindows != null);
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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 void OnReleased(TaikoAction action)
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{
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if (action == HitAction)
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HitAction = null;
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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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}
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protected override void UpdateStateTransforms(ArmedState state)
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{
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Debug.Assert(HitObject.HitWindows != null);
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switch (state)
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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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break;
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case ArmedState.Miss:
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this.FadeOut(100);
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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 = (MainPiece.Drawable as CirclePiece)?.FlashBox;
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flash?.FadeTo(0.9f).FadeOut(300);
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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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break;
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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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