Major rsefinements to taiko drawable classes.

This commit is contained in:
Dean Herbert
2017-04-05 10:01:40 +09:00
parent 6dc03c1cc4
commit 028e941ab2
21 changed files with 316 additions and 275 deletions

View File

@ -4,29 +4,19 @@
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
public abstract class DrawableHit : DrawableTaikoHitObject<Hit>
{
/// <summary>
/// A list of keys which can result in hits for this HitObject.
/// </summary>
protected abstract Key[] HitKeys { get; }
protected override Container<Drawable> Content => bodyContainer;
protected readonly CirclePiece Circle;
private readonly Hit hit;
private readonly Container bodyContainer;
/// <summary>
/// Whether the last key pressed is a valid hit key.
/// </summary>
@ -35,41 +25,28 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables
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)
if (Judgement.TimeOffset > HitObject.HitWindowGood)
Judgement.Result = HitResult.Miss;
return;
}
double hitOffset = Math.Abs(Judgement.TimeOffset);
if (hitOffset > hit.HitWindowMiss)
if (hitOffset > HitObject.HitWindowMiss)
return;
if (!validKeyPressed)
Judgement.Result = HitResult.Miss;
else if (hitOffset < hit.HitWindowGood)
else if (hitOffset < HitObject.HitWindowGood)
{
Judgement.Result = HitResult.Hit;
Judgement.TaikoResult = hitOffset < hit.HitWindowGreat ? TaikoHitResult.Great : TaikoHitResult.Good;
Judgement.TaikoResult = hitOffset < HitObject.HitWindowGreat ? TaikoHitResult.Great : TaikoHitResult.Good;
}
else
Judgement.Result = HitResult.Miss;
@ -92,16 +69,16 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables
switch (State)
{
case ArmedState.Idle:
Delay(hit.HitWindowMiss);
Delay(HitObject.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);
Content.ScaleTo(0.8f, 400, EasingTypes.OutQuad);
Content.MoveToY(-200, 250, EasingTypes.Out);
Content.Delay(250);
Content.MoveToY(0, 500, EasingTypes.In);
FadeOut(600);
break;