/// <summary> /// Handle the currently queued Inputs that may affect the gameplay /// </summary> private void HandleInputs() { // Prevents future input from being handled. Useful for auto. Remove for quick auto result testing while (InputManager.PressActions.Count > 0 && InputManager.PressActions.Peek().Key <= AudioManager.GetTime()) { KeyValuePair <double, Keys> press = InputManager.PressActions.Dequeue(); // If the key pressed isn't a bound key, ignore it if (!bindings.ContainsKey(press.Value)) { continue; } int column = bindings[press.Value]; rawInputs.Add(new KeyValuePair <double, int>(press.Key, column)); // If there is no hittable hit object available, ignore this press // TODO: instead of checking to see if there's anything left in the in Column, // How about seeing if there's any nearby arc times are within the // judge range of the press. if (!Columns[column].HitObjects.Exists(x => x.Hittable)) { continue; } HitObject pressed = Columns[column].HitObjects.Find(hO => hO.Hittable); int error = (int)((pressed.Time - press.Key) / Rate); // Get the judge for the timing error JudgementValue judge = Judgement.GetJudgementValueByError(Math.Abs(error)); // If no judge is obtained, it is a ghost hit and is ignored score-wise if (judge == null) { continue; } SampleManager.PlayHitSound(judge); notesSinceLastMiss++; ProcessHit(press, column, ref pressed, error, judge); } }