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osu-lazer/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHitStrong.cs

112 lines
3.3 KiB
C#

// Copyright (c) 2007-2018 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.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Judgements;
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 readonly JudgementResult strongResult;
private double firstHitTime;
private bool firstKeyHeld;
private TaikoAction firstHitAction;
protected DrawableHitStrong(Hit hit)
: base(hit)
{
strongResult = Results.SingleOrDefault(r => r.Judgement is TaikoStrongHitJudgement);
}
protected override void CheckForJudgements(bool userTriggered, double timeOffset)
{
if (!Result.HasResult)
{
base.CheckForJudgements(userTriggered, timeOffset);
return;
}
if (!Result.IsHit)
{
ApplyResult(strongResult, r => r.Type = HitResult.Miss);
return;
}
if (!userTriggered)
{
if (timeOffset > second_hit_window)
ApplyResult(strongResult, r => r.Type = HitResult.Miss);
return;
}
if (Math.Abs(firstHitTime - Time.Current) < second_hit_window)
ApplyResult(strongResult, r => r.Type = HitResult.Great);
}
protected override void UpdateState(ArmedState state)
{
base.UpdateState(state);
switch (state)
{
case ArmedState.Idle:
firstHitTime = 0;
firstKeyHeld = false;
break;
}
}
public override bool OnReleased(TaikoAction action)
{
if (action == firstHitAction)
firstKeyHeld = false;
return base.OnReleased(action);
}
public override bool OnPressed(TaikoAction action)
{
if (AllJudged)
return false;
// Check if we've handled the first key
if (!Result.HasResult)
{
// First key hasn't been handled yet, attempt to handle it
bool handled = base.OnPressed(action);
if (handled)
{
firstHitTime = Time.Current;
firstHitAction = action;
firstKeyHeld = true;
}
return handled;
}
// Don't handle represses of the first key
if (firstHitAction == action)
return false;
// Don't handle invalid hit action presses
if (!HitActions.Contains(action))
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);
}
}
}