// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using System.Linq; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Game.Modes.Objects.Drawables; using osu.Game.Modes.Taiko.Judgements; using osu.Game.Modes.Taiko.Objects.Drawables.Pieces; using OpenTK.Input; namespace osu.Game.Modes.Taiko.Objects.Drawables { public abstract class DrawableHit : DrawableTaikoHitObject { /// /// A list of keys which can result in hits for this HitObject. /// protected abstract Key[] HitKeys { get; } protected override Container Content => bodyContainer; protected readonly CirclePiece Circle; private readonly Hit hit; private readonly Container bodyContainer; /// /// Whether the last key pressed is a valid hit key. /// private bool validKeyPressed; protected DrawableHit(Hit hit) : base(hit) { this.hit = hit; AddInternal(bodyContainer = new Container { Anchor = Anchor.Centre, Origin = Anchor.Centre, Children = new[] { Circle = CreateCirclePiece() } }); Circle.KiaiMode = HitObject.Kiai; } protected override void CheckJudgement(bool userTriggered) { if (!userTriggered) { if (Judgement.TimeOffset > hit.HitWindowGood) Judgement.Result = HitResult.Miss; return; } double hitOffset = Math.Abs(Judgement.TimeOffset); if (hitOffset > hit.HitWindowMiss) return; if (!validKeyPressed) Judgement.Result = HitResult.Miss; else if (hitOffset < hit.HitWindowGood) { Judgement.Result = HitResult.Hit; Judgement.TaikoResult = hitOffset < hit.HitWindowGreat ? TaikoHitResult.Great : TaikoHitResult.Good; } else Judgement.Result = HitResult.Miss; } protected override bool HandleKeyPress(Key key) { if (Judgement.Result != HitResult.None) return false; validKeyPressed = HitKeys.Contains(key); return UpdateJudgement(true); } protected override void UpdateState(ArmedState state) { Delay(HitObject.StartTime - Time.Current + Judgement.TimeOffset, true); switch (State) { case ArmedState.Idle: Delay(hit.HitWindowMiss); break; case ArmedState.Miss: FadeOut(100); break; case ArmedState.Hit: bodyContainer.ScaleTo(0.8f, 400, EasingTypes.OutQuad); bodyContainer.MoveToY(-200, 250, EasingTypes.Out); bodyContainer.Delay(250); bodyContainer.MoveToY(0, 500, EasingTypes.In); FadeOut(600); break; } Expire(); } } }