mirror of
https://github.com/ppy/osu.git
synced 2024-11-06 02:37:25 +08:00
288 lines
9.6 KiB
C#
288 lines
9.6 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
|
// See the LICENCE file in the repository root for full licence text.
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Diagnostics;
|
|
using System.Linq;
|
|
using JetBrains.Annotations;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Input.Events;
|
|
using osu.Game.Audio;
|
|
using osu.Game.Rulesets.Objects.Drawables;
|
|
using osu.Game.Rulesets.Scoring;
|
|
using osu.Game.Rulesets.Taiko.Skinning.Default;
|
|
using osu.Game.Skinning;
|
|
|
|
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
|
{
|
|
public class DrawableHit : DrawableTaikoStrongableHitObject<Hit, Hit.StrongNestedHit>
|
|
{
|
|
/// <summary>
|
|
/// A list of keys which can result in hits for this HitObject.
|
|
/// </summary>
|
|
public TaikoAction[] HitActions { get; private set; }
|
|
|
|
/// <summary>
|
|
/// The action that caused this <see cref="DrawableHit"/> to be hit.
|
|
/// </summary>
|
|
public TaikoAction? HitAction
|
|
{
|
|
get;
|
|
private set;
|
|
}
|
|
|
|
private bool validActionPressed;
|
|
|
|
private bool pressHandledThisFrame;
|
|
|
|
private readonly Bindable<HitType> type = new Bindable<HitType>();
|
|
|
|
public DrawableHit()
|
|
: this(null)
|
|
{
|
|
}
|
|
|
|
public DrawableHit([CanBeNull] Hit hit)
|
|
: base(hit)
|
|
{
|
|
FillMode = FillMode.Fit;
|
|
}
|
|
|
|
protected override void OnApply()
|
|
{
|
|
type.BindTo(HitObject.TypeBindable);
|
|
// this doesn't need to be run inline as RecreatePieces is called by the base call below.
|
|
type.BindValueChanged(_ => Scheduler.AddOnce(RecreatePieces));
|
|
|
|
base.OnApply();
|
|
}
|
|
|
|
protected override void RecreatePieces()
|
|
{
|
|
updateActionsFromType();
|
|
base.RecreatePieces();
|
|
}
|
|
|
|
protected override void OnFree()
|
|
{
|
|
base.OnFree();
|
|
|
|
type.UnbindFrom(HitObject.TypeBindable);
|
|
type.UnbindEvents();
|
|
|
|
UnproxyContent();
|
|
|
|
HitActions = null;
|
|
HitAction = null;
|
|
validActionPressed = pressHandledThisFrame = false;
|
|
}
|
|
|
|
private void updateActionsFromType()
|
|
{
|
|
HitActions =
|
|
HitObject.Type == HitType.Centre
|
|
? new[] { TaikoAction.LeftCentre, TaikoAction.RightCentre }
|
|
: new[] { TaikoAction.LeftRim, TaikoAction.RightRim };
|
|
}
|
|
|
|
protected override SkinnableDrawable CreateMainPiece() => HitObject.Type == HitType.Centre
|
|
? new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.CentreHit), _ => new CentreHitCirclePiece(), confineMode: ConfineMode.ScaleToFit)
|
|
: new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.RimHit), _ => new RimHitCirclePiece(), confineMode: ConfineMode.ScaleToFit);
|
|
|
|
public override IEnumerable<HitSampleInfo> GetSamples()
|
|
{
|
|
// normal and claps are always handled by the drum (see DrumSampleMapping).
|
|
// in addition, whistles are excluded as they are an alternative rim marker.
|
|
|
|
var samples = HitObject.Samples.Where(s =>
|
|
s.Name != HitSampleInfo.HIT_NORMAL
|
|
&& s.Name != HitSampleInfo.HIT_CLAP
|
|
&& s.Name != HitSampleInfo.HIT_WHISTLE);
|
|
|
|
if (HitObject.Type == HitType.Rim && HitObject.IsStrong)
|
|
{
|
|
// strong + rim always maps to whistle.
|
|
// TODO: this should really be in the legacy decoder, but can't be because legacy encoding parity would be broken.
|
|
// when we add a taiko editor, this is probably not going to play nice.
|
|
|
|
var corrected = samples.ToList();
|
|
|
|
for (int i = 0; i < corrected.Count; i++)
|
|
{
|
|
var s = corrected[i];
|
|
|
|
if (s.Name != HitSampleInfo.HIT_FINISH)
|
|
continue;
|
|
|
|
corrected[i] = s.With(HitSampleInfo.HIT_WHISTLE);
|
|
}
|
|
|
|
return corrected;
|
|
}
|
|
|
|
return samples;
|
|
}
|
|
|
|
protected override void CheckForResult(bool userTriggered, double timeOffset)
|
|
{
|
|
Debug.Assert(HitObject.HitWindows != null);
|
|
|
|
if (!userTriggered)
|
|
{
|
|
if (!HitObject.HitWindows.CanBeHit(timeOffset))
|
|
ApplyResult(r => r.Type = r.Judgement.MinResult);
|
|
return;
|
|
}
|
|
|
|
var result = HitObject.HitWindows.ResultFor(timeOffset);
|
|
if (result == HitResult.None)
|
|
return;
|
|
|
|
if (!validActionPressed)
|
|
ApplyResult(r => r.Type = r.Judgement.MinResult);
|
|
else
|
|
ApplyResult(r => r.Type = result);
|
|
}
|
|
|
|
public override bool OnPressed(KeyBindingPressEvent<TaikoAction> e)
|
|
{
|
|
if (pressHandledThisFrame)
|
|
return true;
|
|
if (Judged)
|
|
return false;
|
|
|
|
validActionPressed = HitActions.Contains(e.Action);
|
|
|
|
// Only count this as handled if the new judgement is a hit
|
|
bool result = UpdateResult(true);
|
|
if (IsHit)
|
|
HitAction = e.Action;
|
|
|
|
// Regardless of whether we've hit or not, any secondary key presses in the same frame should be discarded
|
|
// E.g. hitting a non-strong centre as a strong should not fall through and perform a hit on the next note
|
|
pressHandledThisFrame = true;
|
|
return result;
|
|
}
|
|
|
|
public override void OnReleased(KeyBindingReleaseEvent<TaikoAction> e)
|
|
{
|
|
if (e.Action == HitAction)
|
|
HitAction = null;
|
|
base.OnReleased(e);
|
|
}
|
|
|
|
protected override void Update()
|
|
{
|
|
base.Update();
|
|
|
|
// The input manager processes all input prior to us updating, so this is the perfect time
|
|
// for us to remove the extra press blocking, before input is handled in the next frame
|
|
pressHandledThisFrame = false;
|
|
}
|
|
|
|
protected override void UpdateHitStateTransforms(ArmedState state)
|
|
{
|
|
Debug.Assert(HitObject.HitWindows != null);
|
|
|
|
switch (state)
|
|
{
|
|
case ArmedState.Idle:
|
|
validActionPressed = false;
|
|
|
|
UnproxyContent();
|
|
break;
|
|
|
|
case ArmedState.Miss:
|
|
this.FadeOut(100);
|
|
break;
|
|
|
|
case ArmedState.Hit:
|
|
// If we're far enough away from the left stage, we should bring outselves in front of it
|
|
ProxyContent();
|
|
|
|
var flash = (MainPiece.Drawable as CirclePiece)?.FlashBox;
|
|
flash?.FadeTo(0.9f).FadeOut(300);
|
|
|
|
const float gravity_time = 300;
|
|
const float gravity_travel_height = 200;
|
|
|
|
this.ScaleTo(0.8f, gravity_time * 2, Easing.OutQuad);
|
|
|
|
this.MoveToY(-gravity_travel_height, gravity_time, Easing.Out)
|
|
.Then()
|
|
.MoveToY(gravity_travel_height * 2, gravity_time * 2, Easing.In);
|
|
|
|
this.FadeOut(800);
|
|
break;
|
|
}
|
|
}
|
|
|
|
protected override DrawableStrongNestedHit CreateStrongNestedHit(Hit.StrongNestedHit hitObject) => new StrongNestedHit(hitObject);
|
|
|
|
public class StrongNestedHit : DrawableStrongNestedHit
|
|
{
|
|
public new DrawableHit ParentHitObject => (DrawableHit)base.ParentHitObject;
|
|
|
|
/// <summary>
|
|
/// The lenience for the second key press.
|
|
/// This does not adjust by map difficulty in ScoreV2 yet.
|
|
/// </summary>
|
|
private const double second_hit_window = 30;
|
|
|
|
public StrongNestedHit()
|
|
: this(null)
|
|
{
|
|
}
|
|
|
|
public StrongNestedHit([CanBeNull] Hit.StrongNestedHit nestedHit)
|
|
: base(nestedHit)
|
|
{
|
|
}
|
|
|
|
protected override void CheckForResult(bool userTriggered, double timeOffset)
|
|
{
|
|
if (!ParentHitObject.Result.HasResult)
|
|
{
|
|
base.CheckForResult(userTriggered, timeOffset);
|
|
return;
|
|
}
|
|
|
|
if (!ParentHitObject.Result.IsHit)
|
|
{
|
|
ApplyResult(r => r.Type = r.Judgement.MinResult);
|
|
return;
|
|
}
|
|
|
|
if (!userTriggered)
|
|
{
|
|
if (timeOffset - ParentHitObject.Result.TimeOffset > second_hit_window)
|
|
ApplyResult(r => r.Type = r.Judgement.MinResult);
|
|
return;
|
|
}
|
|
|
|
if (Math.Abs(timeOffset - ParentHitObject.Result.TimeOffset) <= second_hit_window)
|
|
ApplyResult(r => r.Type = r.Judgement.MaxResult);
|
|
}
|
|
|
|
public override bool OnPressed(KeyBindingPressEvent<TaikoAction> e)
|
|
{
|
|
// Don't process actions until the main hitobject is hit
|
|
if (!ParentHitObject.IsHit)
|
|
return false;
|
|
|
|
// Don't process actions if the pressed button was released
|
|
if (ParentHitObject.HitAction == null)
|
|
return false;
|
|
|
|
// Don't handle invalid hit action presses
|
|
if (!ParentHitObject.HitActions.Contains(e.Action))
|
|
return false;
|
|
|
|
return UpdateResult(true);
|
|
}
|
|
}
|
|
}
|
|
}
|