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Fix fix logic causing further regression on release

This commit is contained in:
Dean Herbert 2023-06-17 01:37:09 +09:00
parent b5de109cb3
commit 3b1f92d8b8

View File

@ -242,17 +242,20 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
bodyPiece.Y = (Direction.Value == ScrollingDirection.Up ? 1 : -1) * Head.Height / 2;
bodyPiece.Height = DrawHeight - Head.Height / 2 + Tail.Height / 2;
// As the note is being held, adjust the size of the sizing container. This has two effects:
// 1. The contained masking container will mask the body and ticks.
// 2. The head note will move along with the new "head position" in the container.
//
// As per stable, this should not apply for early hits, waiting until the object starts to touch the
// judgement area first.
if (Head.IsHit && releaseTime == null && DrawHeight > 0 && Time.Current >= HitObject.StartTime)
if (Time.Current >= HitObject.StartTime)
{
// How far past the hit target this hold note is.
float yOffset = Direction.Value == ScrollingDirection.Up ? -Y : Y;
sizingContainer.Height = 1 - yOffset / DrawHeight;
// As the note is being held, adjust the size of the sizing container. This has two effects:
// 1. The contained masking container will mask the body and ticks.
// 2. The head note will move along with the new "head position" in the container.
//
// As per stable, this should not apply for early hits, waiting until the object starts to touch the
// judgement area first.
if (Head.IsHit && releaseTime == null && DrawHeight > 0)
{
// How far past the hit target this hold note is.
float yOffset = Direction.Value == ScrollingDirection.Up ? -Y : Y;
sizingContainer.Height = 1 - yOffset / DrawHeight;
}
}
else
sizingContainer.Height = 1;