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82 lines
2.9 KiB
C#
82 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.Collections.Generic;
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using osu.Framework.Graphics;
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using osu.Framework.Input;
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using osu.Game.Rulesets.Objects.Drawables;
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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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using OpenTK;
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using OpenTK.Input;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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public abstract class DrawableTaikoHitObject<TaikoHitType> : DrawableHitObject<TaikoHitObject, TaikoJudgement>
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where TaikoHitType : TaikoHitObject
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{
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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 readonly List<Key> validKeys = new List<Key>(new[] { Key.D, Key.F, Key.J, Key.K });
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public override Vector2 OriginPosition => new Vector2(DrawHeight / 2);
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protected readonly TaikoPiece MainPiece;
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public new TaikoHitType HitObject;
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protected DrawableTaikoHitObject(TaikoHitType hitObject)
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: base(hitObject)
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{
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HitObject = hitObject;
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Anchor = Anchor.CentreLeft;
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Origin = Anchor.Custom;
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RelativeSizeAxes = Axes.Both;
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Size = new Vector2(HitObject.IsStrong ? TaikoHitObject.DEFAULT_STRONG_SIZE : TaikoHitObject.DEFAULT_SIZE);
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RelativePositionAxes = Axes.X;
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Add(MainPiece = CreateMainPiece());
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MainPiece.KiaiMode = HitObject.Kiai;
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LifetimeStart = HitObject.StartTime - HitObject.ScrollTime * 2;
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}
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protected override TaikoJudgement CreateJudgement() => new TaikoJudgement();
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protected virtual TaikoPiece CreateMainPiece() => new CirclePiece();
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/// <summary>
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/// Sets the scroll position of the DrawableHitObject relative to the offset between
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/// a time value and the HitObject's StartTime.
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/// </summary>
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/// <param name="time"></param>
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protected virtual void UpdateScrollPosition(double time) => X = (float)((HitObject.StartTime - time) / HitObject.ScrollTime);
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protected override void Update()
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{
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UpdateScrollPosition(Time.Current);
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}
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protected virtual bool HandleKeyPress(Key key) => false;
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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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