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Merge pull request #24508 from OliBomby/judge-fix
Fix hit animation not synchronizing when editing hit objects
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commit
71ec29041b
@ -26,6 +26,8 @@ namespace osu.Game.Rulesets.Catch.Tests
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AddSliderStep("start time", 500, 600, 0, x =>
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{
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drawableFruit.HitObject.StartTime = drawableBanana.HitObject.StartTime = x;
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drawableFruit.RefreshStateTransforms();
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drawableBanana.RefreshStateTransforms();
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});
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}
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@ -44,6 +46,8 @@ namespace osu.Game.Rulesets.Catch.Tests
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AddStep("Initialize start time", () =>
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{
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drawableFruit.HitObject.StartTime = drawableBanana.HitObject.StartTime = initial_start_time;
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drawableFruit.RefreshStateTransforms();
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drawableBanana.RefreshStateTransforms();
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fruitRotation = drawableFruit.DisplayRotation;
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bananaRotation = drawableBanana.DisplayRotation;
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@ -54,6 +58,8 @@ namespace osu.Game.Rulesets.Catch.Tests
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AddStep("change start time", () =>
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{
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drawableFruit.HitObject.StartTime = drawableBanana.HitObject.StartTime = another_start_time;
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drawableFruit.RefreshStateTransforms();
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drawableBanana.RefreshStateTransforms();
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});
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AddAssert("fruit rotation is changed", () => drawableFruit.DisplayRotation != fruitRotation);
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@ -64,6 +70,8 @@ namespace osu.Game.Rulesets.Catch.Tests
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AddStep("reset start time", () =>
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{
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drawableFruit.HitObject.StartTime = drawableBanana.HitObject.StartTime = initial_start_time;
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drawableFruit.RefreshStateTransforms();
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drawableBanana.RefreshStateTransforms();
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});
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AddAssert("rotation and size restored", () =>
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@ -260,7 +260,6 @@ namespace osu.Game.Rulesets.Objects.Drawables
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}
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StartTimeBindable.BindTo(HitObject.StartTimeBindable);
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StartTimeBindable.BindValueChanged(onStartTimeChanged);
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if (HitObject is IHasComboInformation combo)
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{
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@ -311,9 +310,6 @@ namespace osu.Game.Rulesets.Objects.Drawables
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samplesBindable.UnbindFrom(HitObject.SamplesBindable);
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// Changes in start time trigger state updates. When a new hitobject is applied, OnApply() automatically performs a state update anyway.
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StartTimeBindable.ValueChanged -= onStartTimeChanged;
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// When a new hitobject is applied, the samples will be cleared before re-populating.
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// In order to stop this needless update, the event is unbound and re-bound as late as possible in Apply().
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samplesBindable.CollectionChanged -= onSamplesChanged;
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@ -333,6 +329,8 @@ namespace osu.Game.Rulesets.Objects.Drawables
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Entry.NestedEntries.RemoveAll(nestedEntry => nestedEntry is SyntheticHitObjectEntry);
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ClearNestedHitObjects();
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// Changes to `HitObject` properties trigger default application, which triggers `State` updates.
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// When a new hitobject is applied, `OnApply()` automatically performs a state update.
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HitObject.DefaultsApplied -= onDefaultsApplied;
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entry.RevertResult -= onRevertResult;
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@ -375,8 +373,6 @@ namespace osu.Game.Rulesets.Objects.Drawables
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private void onSamplesChanged(object sender, NotifyCollectionChangedEventArgs e) => LoadSamples();
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private void onStartTimeChanged(ValueChangedEvent<double> startTime) => updateState(State.Value, true);
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private void onNewResult(DrawableHitObject drawableHitObject, JudgementResult result) => OnNewResult?.Invoke(drawableHitObject, result);
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private void onRevertResult()
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@ -394,6 +390,15 @@ namespace osu.Game.Rulesets.Objects.Drawables
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Debug.Assert(Entry != null);
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Apply(Entry);
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// Applied defaults indicate a change in hit object state.
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// We need to update the judgement result time to the new end time
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// and update state to ensure the hit object fades out at the correct time.
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if (Result is not null)
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{
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Result.TimeOffset = 0;
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updateState(State.Value, true);
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}
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DefaultsApplied?.Invoke(this);
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}
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