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mirror of https://github.com/ppy/osu.git synced 2024-09-22 17:27:39 +08:00

Make CheckFailed not actually trigger internal things, and make private.

This commit is contained in:
smoogipooo 2017-03-17 01:36:30 +09:00
parent 52c1cd407c
commit 2394e7ff78
2 changed files with 24 additions and 31 deletions

View File

@ -43,6 +43,11 @@ namespace osu.Game.Modes
/// </summary>
public readonly BindableInt HighestCombo = new BindableInt();
/// <summary>
/// Whether the score is in a failed state.
/// </summary>
public virtual bool HasFailed { get; }
protected ScoreProcessor()
{
Combo.ValueChanged += delegate { HighestCombo.Value = Math.Max(HighestCombo.Value, Combo.Value); };
@ -78,12 +83,6 @@ namespace osu.Game.Modes
{
Failed?.Invoke();
}
/// <summary>
/// Checks if the score is in a failing state.
/// </summary>
/// <returns>Whether the score is in a failing state.</returns>
public abstract bool CheckFailed();
}
public abstract class ScoreProcessor<TObject, TJudgement> : ScoreProcessor
@ -95,15 +94,12 @@ namespace osu.Game.Modes
/// </summary>
protected readonly List<TJudgement> Judgements = new List<TJudgement>();
/// <summary>
/// Whether the score is in a failable state.
/// </summary>
protected virtual bool IsFailable => Health.Value == Health.MinValue;
public override bool HasFailed => Health.Value == Health.MinValue;
/// <summary>
/// Whether this ScoreProcessor has already failed.
/// </summary>
private bool hasFailed;
private bool alreadyFailed;
protected ScoreProcessor()
{
@ -119,17 +115,6 @@ namespace osu.Game.Modes
Reset();
}
public override bool CheckFailed()
{
if (!hasFailed && IsFailable)
{
hasFailed = true;
TriggerFailed();
}
return hasFailed;
}
/// <summary>
/// Computes target scoring values for this ScoreProcessor. This is equivalent to performing an auto-play of the score to find the values.
/// </summary>
@ -148,14 +133,27 @@ namespace osu.Game.Modes
judgement.ComboAtHit = (ulong)Combo.Value;
CheckFailed();
updateFailed();
}
/// <summary>
/// Checks if the score is in a failing state.
/// </summary>
/// <returns>Whether the score is in a failing state.</returns>
private void updateFailed()
{
if (alreadyFailed || !HasFailed)
return;
alreadyFailed = true;
TriggerFailed();
}
protected override void Reset()
{
Judgements.Clear();
hasFailed = false;
alreadyFailed = false;
}
/// <summary>

View File

@ -239,14 +239,9 @@ namespace osu.Game.Screens.Play
private void onCompletion()
{
// Force a final check to see if the player has failed
// Some game modes (e.g. taiko) fail at the end of the map
if (scoreProcessor.CheckFailed())
{
// If failed, onFail will be invoked which will push a new screen.
// Let's not push the completion screen in this case
// Only show the completion screen if the player hasn't failed
if (scoreProcessor.HasFailed)
return;
}
Delay(1000);
Schedule(delegate