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83 lines
2.6 KiB
C#
83 lines
2.6 KiB
C#
using OpenTK.Input;
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using osu.Framework.Input;
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using osu.Game.Modes.Objects.Drawables;
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using osu.Game.Modes.Taiko.Judgements;
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using System;
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using System.Collections.Generic;
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namespace osu.Game.Modes.Taiko.Objects.Drawable
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{
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public abstract class DrawableHit : DrawableTaikoHitObject
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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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protected abstract List<Key> HitKeys { get; }
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/// <summary>
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/// A list of keys which this hit object will accept. These are the standard Taiko keys for now.
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/// These should be moved to bindings later.
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/// </summary>
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private List<Key> validKeys = new List<Key>(new[] { Key.D, Key.F, Key.J, Key.K });
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/// <summary>
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/// Whether the last key pressed is a valid hit key.
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/// </summary>
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private bool validKeyPressed;
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protected DrawableHit(TaikoHitObject hitObject)
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: base(hitObject)
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{
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}
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protected override void CheckJudgement(bool userTriggered)
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{
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if (!userTriggered)
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{
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if (Judgement.TimeOffset > HitObject.HitWindowGood)
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Judgement.Result = HitResult.Miss;
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return;
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}
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double hitOffset = Math.Abs(Judgement.TimeOffset);
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if (hitOffset > HitObject.HitWindowMiss)
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return;
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if (!validKeyPressed)
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Judgement.Result = HitResult.Miss;
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else if (hitOffset < HitObject.HitWindowGood)
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{
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Judgement.Result = HitResult.Hit;
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Judgement.Score = hitOffset < HitObject.HitWindowGreat ? TaikoScoreResult.Great : TaikoScoreResult.Good;
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}
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else
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Judgement.Result = HitResult.Miss;
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}
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protected virtual bool HandleKeyPress(Key key)
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{
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if (Judgement.Result.HasValue)
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return false;
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validKeyPressed = HitKeys.Contains(key);
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return UpdateJudgement(true);
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}
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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// Make sure we don't handle held-down keys
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if (args.Repeat)
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return false;
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// Check if we've pressed a valid taiko key
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if (!validKeys.Contains(args.Key))
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return false;
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// Handle it!
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return HandleKeyPress(args.Key);
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}
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}
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}
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