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Rename method + adjust comments

This commit is contained in:
smoogipoo 2020-03-30 16:33:46 +09:00
parent e074c3e5e9
commit 744f6c3ca7

View File

@ -127,7 +127,7 @@ namespace osu.Game.Rulesets.Osu.UI
/// <param name="result">The <see cref="JudgementResult"/> of the judged <see cref="OsuHitObject"/>.</param> /// <param name="result">The <see cref="JudgementResult"/> of the judged <see cref="OsuHitObject"/>.</param>
private void missAllEarlier(JudgementResult result) private void missAllEarlier(JudgementResult result)
{ {
if (!contributesToNoteLock(result.HitObject)) if (!causesNoteLockMisses(result.HitObject))
return; return;
// The minimum start time required for hitobjects so that they aren't missed. // The minimum start time required for hitobjects so that they aren't missed.
@ -159,21 +159,18 @@ namespace osu.Game.Rulesets.Osu.UI
if (osuObject.Judged) if (osuObject.Judged)
return; return;
// Hitobjects that count as bonus should not be missed. if (!causesNoteLockMisses(obj.HitObject))
// For the sequence slider-head -> slider-tick -> circle, hitting the circle before the tick should not cause the tick to be missed.
if (!contributesToNoteLock(obj.HitObject))
return; return;
osuObject.MissForcefully(); osuObject.MissForcefully();
} }
/// <summary> /// <summary>
/// Whether a hitobject contributes to notelock. /// Whether a <see cref="HitObject"/> can be missed and causes other hitobjects to be missed during notelock.
/// Only hit circles and slider start circles contribute to notelock.
/// </summary> /// </summary>
/// <param name="hitObject">The hitobject to test.</param> /// <param name="hitObject">The <see cref="HitObject"/> to test.</param>
/// <returns>Whether <paramref name="hitObject"/> contributes to notelock.</returns> /// <returns>Whether <paramref name="hitObject"/> contributes to notelock misses.</returns>
private bool contributesToNoteLock(HitObject hitObject) private bool causesNoteLockMisses(HitObject hitObject)
=> hitObject is HitCircle && !(hitObject is SliderTailCircle); => hitObject is HitCircle && !(hitObject is SliderTailCircle);
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => HitObjectContainer.ReceivePositionalInputAt(screenSpacePos); public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => HitObjectContainer.ReceivePositionalInputAt(screenSpacePos);