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Propagate samples to strong nested hits too

The rationale is the same as in
6d325651dcca275091d51bbfbad3e59fa4ce4dc8. Due to the recursive nature of
`GameplaySampleTriggerSource.GetMostValidObject()`, in the case of
nested hits, drum rolls and drum roll ticks, the nested strong hits
would become the most valid object, and so without propagating
the samples down to that level too, nothing would play.
This commit is contained in:
Bartłomiej Dach 2023-05-21 18:28:30 +02:00
parent 812df9d652
commit 4a7b011a53
No known key found for this signature in database
3 changed files with 15 additions and 3 deletions

View File

@ -107,7 +107,11 @@ namespace osu.Game.Rulesets.Taiko.Objects
protected override HitWindows CreateHitWindows() => HitWindows.Empty;
protected override StrongNestedHitObject CreateStrongNestedHit(double startTime) => new StrongNestedHit { StartTime = startTime };
protected override StrongNestedHitObject CreateStrongNestedHit(double startTime) => new StrongNestedHit
{
StartTime = startTime,
Samples = Samples
};
public class StrongNestedHit : StrongNestedHitObject
{

View File

@ -33,7 +33,11 @@ namespace osu.Game.Rulesets.Taiko.Objects
public override double MaximumJudgementOffset => HitWindow;
protected override StrongNestedHitObject CreateStrongNestedHit(double startTime) => new StrongNestedHit { StartTime = startTime };
protected override StrongNestedHitObject CreateStrongNestedHit(double startTime) => new StrongNestedHit
{
StartTime = startTime,
Samples = Samples
};
public class StrongNestedHit : StrongNestedHitObject
{

View File

@ -72,7 +72,11 @@ namespace osu.Game.Rulesets.Taiko.Objects
}
}
protected override StrongNestedHitObject CreateStrongNestedHit(double startTime) => new StrongNestedHit { StartTime = startTime };
protected override StrongNestedHitObject CreateStrongNestedHit(double startTime) => new StrongNestedHit
{
StartTime = startTime,
Samples = Samples
};
public class StrongNestedHit : StrongNestedHitObject
{