1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-17 03:55:30 +08:00
osu-lazer/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHitStrong.cs
2017-04-18 16:05:58 +09:00

93 lines
3.0 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Linq;
using osu.Framework.Input;
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 abstract class DrawableHitStrong : DrawableHit
{
/// <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;
private double firstHitTime;
private bool firstKeyHeld;
private Key firstHitKey;
protected DrawableHitStrong(Hit hit)
: base(hit)
{
}
protected override TaikoPiece CreateMainPiece() => new CirclePiece(true);
protected override TaikoJudgement CreateJudgement() => new TaikoStrongHitJudgement();
protected override void CheckJudgement(bool userTriggered)
{
if (Judgement.Result == HitResult.None)
{
base.CheckJudgement(userTriggered);
return;
}
if (!userTriggered)
return;
// If we get here, we're assured that the key pressed is the correct secondary key
if (Math.Abs(firstHitTime - Time.Current) < second_hit_window)
Judgement.SecondHit = true;
}
protected override bool HandleKeyPress(Key key)
{
// Check if we've handled the first key
if (Judgement.Result == HitResult.None)
{
// First key hasn't been handled yet, attempt to handle it
bool handled = base.HandleKeyPress(key);
if (handled)
{
firstHitTime = Time.Current;
firstHitKey = key;
}
return handled;
}
// If we've already hit the second key, don't handle this object any further
if (Judgement.SecondHit)
return false;
// Don't handle represses of the first key
if (firstHitKey == key)
return false;
// Don't handle invalid hit key presses
if (!HitKeys.Contains(key))
return false;
// Assume the intention was to hit the strong hit with both keys only if the first key is still being held down
return firstKeyHeld && UpdateJudgement(true);
}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
firstKeyHeld = state.Keyboard.Keys.Contains(firstHitKey);
return base.OnKeyDown(state, args);
}
}
}