Exemple #1
0
        public bool CheckHit(Note note)
        {
            if (note.Motion == Motion.NotSet)
            {
                return(false);
            }

            if (note.Motion == Motion.Up && double.IsNaN(JumpBeat))
            {
                return(false);   // We can't check an UP against no jump
            }
            else if (note.Motion == Motion.Down && double.IsNaN(DownBeat))
            {
                return(false);   // We can't check a DOWN against no down
            }
            float diffMS    = -999.0f;
            var   beatCheck = note.Motion == Motion.Up ? JumpBeat : DownBeat;

            //diffMS = (float)(((note.BeatLocation - beatCheck) * 60 / Globals.CurrentBpm));
            diffMS = (float)(Globals.GetSecAtBeat(note.BeatLocation) - Globals.GetSecAtBeat(beatCheck));
            if (diffMS > MotionTiming.EarlyPerfect) // Too soon to hit
            {
                return(false);
            }

            // All other are valid
            note.HitResult.WasHit     = true;
            note.HitResult.Difference = diffMS;
            return(true);
        }
Exemple #2
0
        public static bool CheckHit(Note note)
        {
            var noteMin = Globals.CalcTransX(note, Side.Left);
            var noteMax = Globals.CalcTransX(note, Side.Right);

            float diffMS = float.MaxValue;

            if (note.Type != NoteType.Shuffle)
            {
                var validPoints = Points.Where(x => x.Value.Valid && x.Value.MinX <noteMax && x.Value.MaxX> noteMin).ToList();
                if (validPoints.Count == 0)
                {
                    return(false);   // No need to modify hit result-- defaults to false
                }
                validPoints.Sort((x, y) => Math.Abs(x.Value.Beat - note.BeatLocation).CompareTo(Math.Abs(y.Value.Beat - note.BeatLocation)));

                // Use the closest point and get the time difference
                //float diffMS = (float)(((note.BeatLocation - validPoints.First().Beat) * 60 / Globals.CurrentBpm));
                diffMS = (float)(Globals.GetSecAtBeat(note.BeatLocation) - Globals.GetSecAtBeat(validPoints.First().Value.Beat));
                if (diffMS > NoteTiming.Bad) // Too soon to hit, just leave
                {
                    return(false);
                }

                // All other times are valid
                note.HitResult.WasHit     = true;
                note.HitResult.Difference = diffMS;
            }
            else
            {
                var validPoints = Points.Where(x => x.Value.Valid && (float)(Globals.GetSecAtBeat(note.BeatLocation) - Globals.GetSecAtBeat(x.Value.UpdateBeat)) < NoteTiming.Shuffle && x.Value.VelX >= NoteTiming.ShuffleVelocityThreshold).ToList();
                if (validPoints.Count == 0)
                {
                    return(false);   // No need to modify hit result-- defaults to false
                }
                // If any points exist, then we're fine
                note.HitResult.WasHit     = true;
                note.HitResult.Difference = diffMS;
            }

            return(true);
        }