mirror of
https://github.com/osukey/osukey.git
synced 2025-08-03 22:56:36 +09:00
Make Rulesets.Taiko use the new judgement result structure
This commit is contained in:
@ -13,6 +13,7 @@ using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Rulesets.Taiko.Judgements;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
{
|
||||
@ -23,6 +24,9 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
/// </summary>
|
||||
private const int rolling_hits_for_engaged_colour = 5;
|
||||
|
||||
private readonly JudgementResult result;
|
||||
private readonly JudgementResult strongResult;
|
||||
|
||||
/// <summary>
|
||||
/// Rolling number of tick hits. This increases for hits and decreases for misses.
|
||||
/// </summary>
|
||||
@ -44,6 +48,9 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
AddNested(newTick);
|
||||
tickContainer.Add(newTick);
|
||||
}
|
||||
|
||||
result = Results.Single(r => !(r.Judgement is TaikoStrongHitJudgement));
|
||||
strongResult = Results.SingleOrDefault(r => r.Judgement is TaikoStrongHitJudgement);
|
||||
}
|
||||
|
||||
protected override TaikoPiece CreateMainPiece() => new ElongatedCirclePiece();
|
||||
@ -60,9 +67,9 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
colourEngaged = colours.YellowDarker;
|
||||
}
|
||||
|
||||
private void onTickJudgement(DrawableHitObject obj, Judgement judgement)
|
||||
private void onTickJudgement(DrawableHitObject obj, JudgementResult result)
|
||||
{
|
||||
if (judgement.Result > HitResult.Miss)
|
||||
if (result.Type > HitResult.Miss)
|
||||
rollingHits++;
|
||||
else
|
||||
rollingHits--;
|
||||
@ -84,15 +91,15 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
int countHit = NestedHitObjects.Count(o => o.IsHit);
|
||||
if (countHit >= HitObject.RequiredGoodHits)
|
||||
{
|
||||
ApplyJudgement(HitObject.Judgement, j => j.Result = countHit >= HitObject.RequiredGreatHits ? HitResult.Great : HitResult.Good);
|
||||
ApplyResult(result, r => r.Type = countHit >= HitObject.RequiredGreatHits ? HitResult.Great : HitResult.Good);
|
||||
if (HitObject.IsStrong)
|
||||
ApplyJudgement(HitObject.StrongJudgement, j => j.Result = HitResult.Great);
|
||||
ApplyResult(strongResult, r => r.Type = HitResult.Great);
|
||||
}
|
||||
else
|
||||
{
|
||||
ApplyJudgement(HitObject.Judgement, j => j.Result = HitResult.Miss);
|
||||
ApplyResult(result, r => r.Type = HitResult.Miss);
|
||||
if (HitObject.IsStrong)
|
||||
ApplyJudgement(HitObject.StrongJudgement, j => j.Result = HitResult.Miss);
|
||||
ApplyResult(strongResult, r => r.Type = HitResult.Miss);
|
||||
}
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user