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Merge pull request #12133 from bdach/hold-note-freezing-regression
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commit
7034289763
@ -5,11 +5,13 @@ using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Objects.Drawables;
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using osu.Game.Rulesets.Mania.Replays;
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using osu.Game.Rulesets.Mania.Scoring;
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using osu.Game.Rulesets.Objects;
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@ -345,6 +347,14 @@ namespace osu.Game.Rulesets.Mania.Tests
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AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0);
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AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen());
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AddUntilStep("wait for head", () => currentPlayer.GameplayClockContainer.GameplayClock.CurrentTime >= time_head);
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AddAssert("head is visible",
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() => currentPlayer.ChildrenOfType<DrawableHoldNote>()
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.Single(note => note.HitObject == beatmap.HitObjects[0])
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.Head
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.Alpha == 1);
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AddUntilStep("Wait for completion", () => currentPlayer.ScoreProcessor.HasCompleted.Value);
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}
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@ -352,6 +362,8 @@ namespace osu.Game.Rulesets.Mania.Tests
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{
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public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
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public new GameplayClockContainer GameplayClockContainer => base.GameplayClockContainer;
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protected override bool PauseOnFocusLost => false;
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public ScoreAccessibleReplayPlayer(Score score)
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@ -1,6 +1,8 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Rulesets.Objects.Drawables;
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namespace osu.Game.Rulesets.Mania.Objects.Drawables
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{
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/// <summary>
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@ -25,6 +27,14 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
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LifetimeEnd = LifetimeStart + 30000;
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}
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protected override void UpdateHitStateTransforms(ArmedState state)
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{
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// suppress the base call explicitly.
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// the hold note head should never change its visual state on its own due to the "freezing" mechanic
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// (when hit, it remains visible in place at the judgement line; when dropped, it will scroll past the line).
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// it will be hidden along with its parenting hold note when required.
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}
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public override bool OnPressed(ManiaAction action) => false; // Handled by the hold note
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public override void OnReleased(ManiaAction action)
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