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e2b6003f98
Ensures that the first hit on HitStrongs is _always_ non-final unless it was a miss. The second hit is always final.
90 lines
2.9 KiB
C#
90 lines
2.9 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Linq;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Judgements;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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public abstract class DrawableHitStrong : DrawableHit
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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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private double firstHitTime;
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private bool firstKeyHeld;
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private TaikoAction firstHitAction;
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protected DrawableHitStrong(Hit hit)
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: base(hit)
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{
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}
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protected override void CheckForJudgements(bool userTriggered, double timeOffset)
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{
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if (!SecondHitAllowed)
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{
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base.CheckForJudgements(userTriggered, timeOffset);
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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 > second_hit_window)
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AddJudgement(new TaikoStrongHitJudgement { Result = HitResult.Miss });
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return;
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}
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// If we get here, we're assured that the key pressed is the correct secondary key
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if (Math.Abs(firstHitTime - Time.Current) < second_hit_window)
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AddJudgement(new TaikoStrongHitJudgement { Result = HitResult.Great });
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}
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public override bool OnReleased(TaikoAction action)
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{
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if (action == firstHitAction)
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firstKeyHeld = false;
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return base.OnReleased(action);
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}
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public override bool OnPressed(TaikoAction action)
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{
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if (AllJudged)
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return false;
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// Check if we've handled the first key
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if (!SecondHitAllowed)
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{
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// First key hasn't been handled yet, attempt to handle it
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bool handled = base.OnPressed(action);
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if (handled)
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{
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firstHitTime = Time.Current;
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firstHitAction = action;
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firstKeyHeld = true;
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}
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return handled;
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}
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// Don't handle represses of the first key
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if (firstHitAction == action)
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return false;
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// Don't handle invalid hit action presses
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if (!HitActions.Contains(action))
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return false;
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// Assume the intention was to hit the strong hit with both keys only if the first key is still being held down
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return firstKeyHeld && UpdateJudgement(true);
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}
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}
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}
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