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128 lines
4.3 KiB
C#
128 lines
4.3 KiB
C#
// Copyright (c) 2007-2018 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.Linq;
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using osu.Framework.Graphics;
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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.Judgements;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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public abstract 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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protected abstract TaikoAction[] HitActions { get; }
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/// <summary>
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/// Whether a second hit is allowed to be processed. This occurs once this hit object has been hit successfully.
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/// </summary>
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protected bool SecondHitAllowed { get; private set; }
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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(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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protected override void CheckForJudgements(bool userTriggered, double timeOffset)
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{
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if (!userTriggered)
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{
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if (!HitObject.HitWindows.CanBeHit(timeOffset))
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AddJudgement(new TaikoJudgement { Result = 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 (!validKeyPressed || result == HitResult.Miss)
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AddJudgement(new TaikoJudgement { Result = HitResult.Miss });
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else
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{
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AddJudgement(new TaikoJudgement
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{
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Result = result,
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Final = !HitObject.IsStrong
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});
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SecondHitAllowed = true;
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}
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}
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public override bool OnPressed(TaikoAction action)
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{
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validKeyPressed = HitActions.Contains(action);
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// Only count this as handled if the new judgement is a hit
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return UpdateJudgement(true);
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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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Size = BaseSize * Parent.RelativeChildSize;
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}
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protected override void UpdateState(ArmedState state)
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{
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var circlePiece = MainPiece as CirclePiece;
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circlePiece?.FlashBox.FinishTransforms();
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var offset = !AllJudged ? 0 : Time.Current - HitObject.StartTime;
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using (BeginDelayedSequence(HitObject.StartTime - Time.Current + offset, true))
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{
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switch (State.Value)
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{
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case ArmedState.Idle:
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SecondHitAllowed = false;
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validKeyPressed = false;
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UnproxyContent();
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this.Delay(HitObject.HitWindows.HalfWindowFor(HitResult.Miss)).Expire();
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break;
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case ArmedState.Miss:
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this.FadeOut(100)
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.Expire();
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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 = circlePiece?.FlashBox;
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if (flash != null)
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{
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flash.FadeTo(0.9f);
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flash.FadeOut(300);
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}
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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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.Expire();
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break;
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}
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}
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}
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}
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}
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