Migrate DrawableHit to use a nested hitobject for strong hits

This commit is contained in:
smoogipoo
2018-08-03 16:12:38 +09:00
parent 2dff04392e
commit fdf889359f
8 changed files with 101 additions and 182 deletions

View File

@ -3,10 +3,8 @@
using System.Linq;
using osu.Framework.Graphics;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Judgements;
using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
@ -16,21 +14,19 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
/// <summary>
/// A list of keys which can result in hits for this HitObject.
/// </summary>
protected abstract TaikoAction[] HitActions { get; }
protected readonly JudgementResult Result;
public abstract TaikoAction[] HitActions { get; }
/// <summary>
/// Whether the last key pressed is a valid hit key.
/// The action that caused this <see cref="DrawableHit"/> to be hit.
/// </summary>
private bool validKeyPressed;
public TaikoAction? HitAction { get; private set; }
private bool validActionPressed;
protected DrawableHit(Hit hit)
: base(hit)
{
FillMode = FillMode.Fit;
Result = Results.Single(r => !(r.Judgement is TaikoStrongHitJudgement));
}
protected override void CheckForJudgements(bool userTriggered, double timeOffset)
@ -38,7 +34,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
if (!userTriggered)
{
if (!HitObject.HitWindows.CanBeHit(timeOffset))
ApplyResult(Result, r => r.Type = HitResult.Miss);
ApplyResult(r => r.Type = HitResult.Miss);
return;
}
@ -46,18 +42,33 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
if (result == HitResult.None)
return;
if (!validKeyPressed)
ApplyResult(Result, r => r.Type = HitResult.Miss);
if (!validActionPressed)
ApplyResult(r => r.Type = HitResult.Miss);
else
ApplyResult(Result, r => r.Type = result);
ApplyResult(r => r.Type = result);
}
public override bool OnPressed(TaikoAction action)
{
validKeyPressed = HitActions.Contains(action);
if (Judged)
return false;
validActionPressed = HitActions.Contains(action);
// Only count this as handled if the new judgement is a hit
return UpdateJudgement(true);
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()
@ -78,7 +89,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
switch (State.Value)
{
case ArmedState.Idle:
validKeyPressed = false;
validActionPressed = false;
UnproxyContent();
this.Delay(HitObject.HitWindows.HalfWindowFor(HitResult.Miss)).Expire();
@ -114,5 +125,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
}
}
}
protected override DrawableStrongHitObject CreateStrongObject(StrongHitObject hitObject) => new DrawableStrongHit(hitObject, this);
}
}