// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using System.Linq; using osu.Game.Rulesets.Scoring; namespace osu.Game.Rulesets.Taiko.Objects.Drawables { public class DrawableStrongHit : DrawableStrongHitObject { /// /// The lenience for the second key press. /// This does not adjust by map difficulty in ScoreV2 yet. /// private const double second_hit_window = 30; private readonly DrawableHit hit; public DrawableStrongHit(StrongHitObject strong, DrawableHit hit) : base(strong) { this.hit = hit; } protected override void CheckForJudgements(bool userTriggered, double timeOffset) { if (!hit.Result.HasResult) { base.CheckForJudgements(userTriggered, timeOffset); return; } if (!hit.Result.IsHit) { ApplyResult(r => r.Type = HitResult.Miss); return; } if (!userTriggered) { if (timeOffset > second_hit_window) ApplyResult(r => r.Type = HitResult.Miss); return; } if (Math.Abs(hit.Result.TimeOffset - timeOffset) < second_hit_window) ApplyResult(r => r.Type = HitResult.Great); } public override bool OnPressed(TaikoAction action) { // Don't process actions until the main hitobject is hit if (!hit.IsHit) return false; // Don't process actions if the pressed button was released if (hit.HitAction == null) return false; // Don't handle invalid hit action presses if (!hit.HitActions.Contains(action)) return false; return UpdateJudgement(true); } } }