diff --git a/osu.Game.Rulesets.Mania/Beatmaps/Patterns/Legacy/DistanceObjectPatternGenerator.cs b/osu.Game.Rulesets.Mania/Beatmaps/Patterns/Legacy/DistanceObjectPatternGenerator.cs index f60958d581..c6fa465a0f 100644 --- a/osu.Game.Rulesets.Mania/Beatmaps/Patterns/Legacy/DistanceObjectPatternGenerator.cs +++ b/osu.Game.Rulesets.Mania/Beatmaps/Patterns/Legacy/DistanceObjectPatternGenerator.cs @@ -329,7 +329,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy break; } - bool isDoubleSample(SampleInfo sample) => sample.Name == SampleInfo.HIT_CLAP && sample.Name == SampleInfo.HIT_FINISH; + bool isDoubleSample(SampleInfo sample) => sample.Name == SampleInfo.HIT_CLAP || sample.Name == SampleInfo.HIT_FINISH; bool canGenerateTwoNotes = (convertType & PatternType.LowProbability) == 0; canGenerateTwoNotes &= HitObject.Samples.Any(isDoubleSample) || sampleInfoListAt(HitObject.StartTime).Any(isDoubleSample); diff --git a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs index 519b56a3ed..d3f050df6f 100644 --- a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs +++ b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs @@ -95,8 +95,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables break; case ArmedState.Hit: // If we're far enough away from the left stage, we should bring outselves in front of it - if (X >= -0.05f) - ProxyContent(); + ProxyContent(); var flash = circlePiece?.FlashBox; if (flash != null) diff --git a/osu.Game.Tests/Visual/TestCaseLounge.cs b/osu.Game.Tests/Visual/TestCaseLounge.cs index 59cf59bb52..174873b011 100644 --- a/osu.Game.Tests/Visual/TestCaseLounge.cs +++ b/osu.Game.Tests/Visual/TestCaseLounge.cs @@ -167,7 +167,7 @@ namespace osu.Game.Tests.Visual AddStep(@"set rooms", () => lounge.Rooms = rooms); selectAssert(1); AddStep(@"open room 1", () => clickRoom(1)); - AddUntilStep(() => !lounge.IsCurrentScreen, "wait until room current"); + AddUntilStep(() => lounge.ChildScreen?.IsCurrentScreen == true, "wait until room current"); AddStep(@"make lounge current", lounge.MakeCurrent); filterAssert(@"THE FINAL", LoungeTab.Public, 1); filterAssert(string.Empty, LoungeTab.Public, 2);