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

92 lines
2.9 KiB
C#

// Copyright (c) 2007-2017 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.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 double firstHitTime;
private bool firstKeyHeld;
private TaikoAction firstHitAction;
protected DrawableHitStrong(Hit hit)
: base(hit)
{
}
private bool processedSecondHit;
public override bool AllJudged => processedSecondHit && base.AllJudged;
protected override void CheckForJudgements(bool userTriggered, double timeOffset)
{
if (!base.AllJudged)
{
base.CheckForJudgements(userTriggered, timeOffset);
return;
}
if (!userTriggered)
return;
// If we get here, we're assured that the key pressed is the correct secondary key
if (Math.Abs(firstHitTime - Time.Current) < second_hit_window)
{
AddJudgement(new TaikoStrongHitJudgement());
processedSecondHit = true;
}
}
public override bool OnReleased(TaikoAction action)
{
if (action == firstHitAction)
firstKeyHeld = false;
return base.OnReleased(action);
}
public override bool OnPressed(TaikoAction action)
{
// Check if we've handled the first key
if (!base.AllJudged)
{
// 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;
}
// If we've already hit the second key, don't handle this object any further
if (processedSecondHit)
return false;
// 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);
}
}
}