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Block input to objects lying under already-hit hitcircles when classic note lock is active
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@ -549,6 +549,8 @@ namespace osu.Game.Rulesets.Osu.Tests
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addJudgementOffsetAssert("first slider head", () => ((Slider)hitObjects[0]).HeadCircle, 0);
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addJudgementOffsetAssert("first slider head", () => ((Slider)hitObjects[0]).HeadCircle, 0);
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addJudgementAssert(hitObjects[1], HitResult.Miss);
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addJudgementAssert(hitObjects[1], HitResult.Miss);
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// the slider head of the first slider prevents the second slider's head from being hit, so the judgement offset should be very late.
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// the slider head of the first slider prevents the second slider's head from being hit, so the judgement offset should be very late.
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// this is not strictly done by the hit policy implementation itself (see `OsuModClassic.blockInputToUnderlyingObjects()`),
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// but we're testing this here anyways to just keep everything related to input handling and note lock in one place.
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addJudgementOffsetAssert("second slider head", () => ((Slider)hitObjects[1]).HeadCircle, referenceHitWindows.WindowFor(HitResult.Meh));
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addJudgementOffsetAssert("second slider head", () => ((Slider)hitObjects[1]).HeadCircle, referenceHitWindows.WindowFor(HitResult.Meh));
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addClickActionAssert(0, ClickAction.Hit);
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addClickActionAssert(0, ClickAction.Hit);
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}
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}
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@ -74,6 +74,10 @@ namespace osu.Game.Rulesets.Osu.Mods
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head.TrackFollowCircle = !NoSliderHeadMovement.Value;
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head.TrackFollowCircle = !NoSliderHeadMovement.Value;
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if (FadeHitCircleEarly.Value && !usingHiddenFading)
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if (FadeHitCircleEarly.Value && !usingHiddenFading)
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applyEarlyFading(head);
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applyEarlyFading(head);
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if (ClassicNoteLock.Value)
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blockInputToUnderlyingObjects(head);
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break;
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break;
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case DrawableSliderTail tail:
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case DrawableSliderTail tail:
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@ -83,10 +87,29 @@ namespace osu.Game.Rulesets.Osu.Mods
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case DrawableHitCircle circle:
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case DrawableHitCircle circle:
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if (FadeHitCircleEarly.Value && !usingHiddenFading)
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if (FadeHitCircleEarly.Value && !usingHiddenFading)
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applyEarlyFading(circle);
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applyEarlyFading(circle);
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if (ClassicNoteLock.Value)
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blockInputToUnderlyingObjects(circle);
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break;
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break;
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}
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}
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}
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}
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/// <summary>
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/// On stable, hitcircles that have already been hit block input from reaching objects that may be underneath them.
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/// The purpose of this method is to restore that behaviour.
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/// In order to avoid introducing yet another confusing config option, this behaviour is roped into the general notion of "note lock".
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/// </summary>
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private static void blockInputToUnderlyingObjects(DrawableHitCircle circle)
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{
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var oldHitAction = circle.HitArea.Hit;
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circle.HitArea.Hit = () =>
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{
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oldHitAction?.Invoke();
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return true;
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};
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}
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private void applyEarlyFading(DrawableHitCircle circle)
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private void applyEarlyFading(DrawableHitCircle circle)
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{
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{
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circle.ApplyCustomUpdateState += (dho, state) =>
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circle.ApplyCustomUpdateState += (dho, state) =>
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@ -261,7 +261,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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case OsuAction.RightButton:
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case OsuAction.RightButton:
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if (IsHovered && (Hit?.Invoke() ?? false))
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if (IsHovered && (Hit?.Invoke() ?? false))
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{
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{
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HitAction = e.Action;
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HitAction ??= e.Action;
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return true;
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return true;
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}
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}
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