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

132 lines
4.3 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.Linq;
using osu.Framework.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
public abstract class DrawableHit : DrawableTaikoHitObject<Hit>
{
/// <summary>
/// A list of keys which can result in hits for this HitObject.
/// </summary>
public abstract TaikoAction[] HitActions { get; }
/// <summary>
/// The action that caused this <see cref="DrawableHit"/> to be hit.
/// </summary>
public TaikoAction? HitAction { get; private set; }
private bool validActionPressed;
protected DrawableHit(Hit hit)
: base(hit)
{
FillMode = FillMode.Fit;
}
protected override void CheckForJudgements(bool userTriggered, double timeOffset)
{
if (!userTriggered)
{
if (!HitObject.HitWindows.CanBeHit(timeOffset))
ApplyResult(r => r.Type = HitResult.Miss);
return;
}
var result = HitObject.HitWindows.ResultFor(timeOffset);
if (result == HitResult.None)
return;
if (!validActionPressed)
ApplyResult(r => r.Type = HitResult.Miss);
else
ApplyResult(r => r.Type = result);
}
public override bool OnPressed(TaikoAction action)
{
if (Judged)
return false;
validActionPressed = HitActions.Contains(action);
// Only count this as handled if the new judgement is a hit
var result = UpdateJudgement(true);
if (IsHit)
HitAction = action;
return result;
}
public override bool OnReleased(TaikoAction action)
{
if (action == HitAction)
HitAction = null;
return base.OnReleased(action);
}
protected override void Update()
{
base.Update();
Size = BaseSize * Parent.RelativeChildSize;
}
protected override void UpdateState(ArmedState state)
{
var circlePiece = MainPiece as CirclePiece;
circlePiece?.FlashBox.FinishTransforms();
var offset = !AllJudged ? 0 : Time.Current - HitObject.StartTime;
using (BeginDelayedSequence(HitObject.StartTime - Time.Current + offset, true))
{
switch (State.Value)
{
case ArmedState.Idle:
validActionPressed = false;
UnproxyContent();
this.Delay(HitObject.HitWindows.HalfWindowFor(HitResult.Miss)).Expire();
break;
case ArmedState.Miss:
this.FadeOut(100)
.Expire();
break;
case ArmedState.Hit:
// If we're far enough away from the left stage, we should bring outselves in front of it
ProxyContent();
var flash = circlePiece?.FlashBox;
if (flash != null)
{
flash.FadeTo(0.9f);
flash.FadeOut(300);
}
const float gravity_time = 300;
const float gravity_travel_height = 200;
this.ScaleTo(0.8f, gravity_time * 2, Easing.OutQuad);
this.MoveToY(-gravity_travel_height, gravity_time, Easing.Out)
.Then()
.MoveToY(gravity_travel_height * 2, gravity_time * 2, Easing.In);
this.FadeOut(800)
.Expire();
break;
}
}
}
protected override DrawableStrongHitObject CreateStrongObject(StrongHitObject hitObject) => new DrawableStrongHit(hitObject, this);
}
}