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Separate score and health parts of ScoreProcessor
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parent
1da8cc8690
commit
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@ -30,6 +30,8 @@ namespace osu.Game.Rulesets.Catch
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public override ScoreProcessor CreateScoreProcessor(IBeatmap beatmap) => new CatchScoreProcessor(beatmap);
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public override HealthProcessor CreateHealthProcessor(IBeatmap beatmap) => new CatchHealthProcessor(beatmap);
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public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new CatchBeatmapConverter(beatmap);
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public override IBeatmapProcessor CreateBeatmapProcessor(IBeatmap beatmap) => new CatchBeatmapProcessor(beatmap);
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38
osu.Game.Rulesets.Catch/Scoring/CatchHealthProcessor.cs
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38
osu.Game.Rulesets.Catch/Scoring/CatchHealthProcessor.cs
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@ -0,0 +1,38 @@
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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.Beatmaps;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Catch.Scoring
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{
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public class CatchHealthProcessor : HealthProcessor
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{
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public CatchHealthProcessor(IBeatmap beatmap)
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: base(beatmap)
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{
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}
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private float hpDrainRate;
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protected override void ApplyBeatmap(IBeatmap beatmap)
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{
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base.ApplyBeatmap(beatmap);
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hpDrainRate = beatmap.BeatmapInfo.BaseDifficulty.DrainRate;
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}
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protected override double HealthAdjustmentFactorFor(JudgementResult result)
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{
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switch (result.Type)
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{
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case HitResult.Miss:
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return hpDrainRate;
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default:
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return 10.2 - hpDrainRate; // Award less HP as drain rate is increased
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}
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}
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}
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}
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@ -2,7 +2,6 @@
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Catch.Scoring
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@ -14,27 +13,6 @@ namespace osu.Game.Rulesets.Catch.Scoring
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{
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}
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private float hpDrainRate;
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protected override void ApplyBeatmap(IBeatmap beatmap)
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{
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base.ApplyBeatmap(beatmap);
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hpDrainRate = beatmap.BeatmapInfo.BaseDifficulty.DrainRate;
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}
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protected override double HealthAdjustmentFactorFor(JudgementResult result)
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{
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switch (result.Type)
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{
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case HitResult.Miss:
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return hpDrainRate;
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default:
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return 10.2 - hpDrainRate; // Award less HP as drain rate is increased
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}
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}
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public override HitWindows CreateHitWindows() => new CatchHitWindows();
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}
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}
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@ -37,6 +37,8 @@ namespace osu.Game.Rulesets.Mania
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public override ScoreProcessor CreateScoreProcessor(IBeatmap beatmap) => new ManiaScoreProcessor(beatmap);
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public override HealthProcessor CreateHealthProcessor(IBeatmap beatmap) => new ManiaHealthProcessor(beatmap);
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public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new ManiaBeatmapConverter(beatmap);
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public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => new ManiaPerformanceCalculator(this, beatmap, score);
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69
osu.Game.Rulesets.Mania/Scoring/ManiaHealthProcessor.cs
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69
osu.Game.Rulesets.Mania/Scoring/ManiaHealthProcessor.cs
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@ -0,0 +1,69 @@
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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.Beatmaps;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Mania.Scoring
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{
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public class ManiaHealthProcessor : HealthProcessor
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{
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/// <summary>
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/// The hit HP multiplier at OD = 0.
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/// </summary>
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private const double hp_multiplier_min = 0.75;
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/// <summary>
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/// The hit HP multiplier at OD = 0.
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/// </summary>
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private const double hp_multiplier_mid = 0.85;
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/// <summary>
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/// The hit HP multiplier at OD = 0.
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/// </summary>
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private const double hp_multiplier_max = 1;
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/// <summary>
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/// The MISS HP multiplier at OD = 0.
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/// </summary>
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private const double hp_multiplier_miss_min = 0.5;
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/// <summary>
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/// The MISS HP multiplier at OD = 5.
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/// </summary>
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private const double hp_multiplier_miss_mid = 0.75;
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/// <summary>
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/// The MISS HP multiplier at OD = 10.
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/// </summary>
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private const double hp_multiplier_miss_max = 1;
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/// <summary>
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/// The MISS HP multiplier. This is multiplied to the miss hp increase.
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/// </summary>
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private double hpMissMultiplier = 1;
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/// <summary>
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/// The HIT HP multiplier. This is multiplied to hit hp increases.
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/// </summary>
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private double hpMultiplier = 1;
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public ManiaHealthProcessor(IBeatmap beatmap)
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: base(beatmap)
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{
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}
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protected override void ApplyBeatmap(IBeatmap beatmap)
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{
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base.ApplyBeatmap(beatmap);
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BeatmapDifficulty difficulty = beatmap.BeatmapInfo.BaseDifficulty;
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hpMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_min, hp_multiplier_mid, hp_multiplier_max);
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hpMissMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_miss_min, hp_multiplier_miss_mid, hp_multiplier_miss_max);
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}
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protected override double HealthAdjustmentFactorFor(JudgementResult result)
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=> result.Type == HitResult.Miss ? hpMissMultiplier : hpMultiplier;
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}
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}
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@ -2,86 +2,17 @@
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Mania.Scoring
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{
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internal class ManiaScoreProcessor : ScoreProcessor
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{
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/// <summary>
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/// The hit HP multiplier at OD = 0.
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/// </summary>
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private const double hp_multiplier_min = 0.75;
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/// <summary>
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/// The hit HP multiplier at OD = 0.
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/// </summary>
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private const double hp_multiplier_mid = 0.85;
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/// <summary>
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/// The hit HP multiplier at OD = 0.
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/// </summary>
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private const double hp_multiplier_max = 1;
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/// <summary>
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/// The MISS HP multiplier at OD = 0.
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/// </summary>
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private const double hp_multiplier_miss_min = 0.5;
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/// <summary>
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/// The MISS HP multiplier at OD = 5.
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/// </summary>
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private const double hp_multiplier_miss_mid = 0.75;
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/// <summary>
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/// The MISS HP multiplier at OD = 10.
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/// </summary>
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private const double hp_multiplier_miss_max = 1;
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/// <summary>
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/// The MISS HP multiplier. This is multiplied to the miss hp increase.
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/// </summary>
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private double hpMissMultiplier = 1;
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/// <summary>
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/// The HIT HP multiplier. This is multiplied to hit hp increases.
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/// </summary>
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private double hpMultiplier = 1;
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public ManiaScoreProcessor(IBeatmap beatmap)
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: base(beatmap)
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{
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}
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protected override void ApplyBeatmap(IBeatmap beatmap)
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{
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base.ApplyBeatmap(beatmap);
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BeatmapDifficulty difficulty = beatmap.BeatmapInfo.BaseDifficulty;
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hpMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_min, hp_multiplier_mid, hp_multiplier_max);
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hpMissMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_miss_min, hp_multiplier_miss_mid, hp_multiplier_miss_max);
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}
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protected override void SimulateAutoplay(IBeatmap beatmap)
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{
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while (true)
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{
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base.SimulateAutoplay(beatmap);
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if (!HasFailed)
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break;
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hpMultiplier *= 1.01;
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hpMissMultiplier *= 0.98;
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Reset(false);
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}
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}
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protected override double HealthAdjustmentFactorFor(JudgementResult result)
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=> result.Type == HitResult.Miss ? hpMissMultiplier : hpMultiplier;
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public override HitWindows CreateHitWindows() => new ManiaHitWindows();
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}
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}
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@ -18,7 +18,7 @@ using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModBlinds : Mod, IApplicableToDrawableRuleset<OsuHitObject>, IApplicableToScoreProcessor
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public class OsuModBlinds : Mod, IApplicableToDrawableRuleset<OsuHitObject>, IApplicableToHealthProcessor
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{
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public override string Name => "Blinds";
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public override string Description => "Play with blinds on your screen.";
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@ -37,9 +37,9 @@ namespace osu.Game.Rulesets.Osu.Mods
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drawableRuleset.Overlays.Add(blinds = new DrawableOsuBlinds(drawableRuleset.Playfield.HitObjectContainer, drawableRuleset.Beatmap));
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}
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public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
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public void ApplyToHealthProcessor(HealthProcessor healthProcessor)
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{
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scoreProcessor.Health.ValueChanged += health => { blinds.AnimateClosedness((float)health.NewValue); };
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healthProcessor.Health.ValueChanged += health => { blinds.AnimateClosedness((float)health.NewValue); };
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}
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public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank;
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54
osu.Game.Rulesets.Osu/Scoring/OsuHealthProcessor.cs
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54
osu.Game.Rulesets.Osu/Scoring/OsuHealthProcessor.cs
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@ -0,0 +1,54 @@
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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.Beatmaps;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Osu.Scoring
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{
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public class OsuHealthProcessor : HealthProcessor
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{
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public OsuHealthProcessor(IBeatmap beatmap)
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: base(beatmap)
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{
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}
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private float hpDrainRate;
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protected override void ApplyBeatmap(IBeatmap beatmap)
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{
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base.ApplyBeatmap(beatmap);
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hpDrainRate = beatmap.BeatmapInfo.BaseDifficulty.DrainRate;
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}
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protected override double HealthAdjustmentFactorFor(JudgementResult result)
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{
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switch (result.Type)
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{
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case HitResult.Great:
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return 10.2 - hpDrainRate;
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case HitResult.Good:
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return 8 - hpDrainRate;
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case HitResult.Meh:
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return 4 - hpDrainRate;
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// case HitResult.SliderTick:
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// return Math.Max(7 - hpDrainRate, 0) * 0.01;
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case HitResult.Miss:
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return hpDrainRate;
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default:
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return 0;
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}
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}
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protected override JudgementResult CreateResult(HitObject hitObject, Judgement judgement) => new OsuJudgementResult(hitObject, judgement);
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}
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}
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@ -16,39 +16,6 @@ namespace osu.Game.Rulesets.Osu.Scoring
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{
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}
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private float hpDrainRate;
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protected override void ApplyBeatmap(IBeatmap beatmap)
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{
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base.ApplyBeatmap(beatmap);
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hpDrainRate = beatmap.BeatmapInfo.BaseDifficulty.DrainRate;
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}
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protected override double HealthAdjustmentFactorFor(JudgementResult result)
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{
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switch (result.Type)
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{
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case HitResult.Great:
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return 10.2 - hpDrainRate;
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case HitResult.Good:
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return 8 - hpDrainRate;
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case HitResult.Meh:
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return 4 - hpDrainRate;
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// case HitResult.SliderTick:
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// return Math.Max(7 - hpDrainRate, 0) * 0.01;
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case HitResult.Miss:
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return hpDrainRate;
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default:
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return 0;
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}
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}
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protected override JudgementResult CreateResult(HitObject hitObject, Judgement judgement) => new OsuJudgementResult(hitObject, judgement);
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public override HitWindows CreateHitWindows() => new OsuHitWindows();
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58
osu.Game.Rulesets.Taiko/Scoring/TaikoHealthProcessor.cs
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58
osu.Game.Rulesets.Taiko/Scoring/TaikoHealthProcessor.cs
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@ -0,0 +1,58 @@
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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 System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Scoring
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{
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public class TaikoHealthProcessor : HealthProcessor
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{
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/// <summary>
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/// A value used for calculating <see cref="hpMultiplier"/>.
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/// </summary>
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private const double object_count_factor = 3;
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/// <summary>
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/// Taiko fails at the end of the map if the player has not half-filled their HP bar.
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/// </summary>
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protected override bool DefaultFailCondition => JudgedHits == MaxHits && Health.Value <= 0.5;
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/// <summary>
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/// HP multiplier for a successful <see cref="HitResult"/>.
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/// </summary>
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private double hpMultiplier;
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/// <summary>
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/// HP multiplier for a <see cref="HitResult.Miss"/>.
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/// </summary>
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private double hpMissMultiplier;
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public TaikoHealthProcessor(IBeatmap beatmap)
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: base(beatmap)
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{
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}
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protected override void ApplyBeatmap(IBeatmap beatmap)
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{
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base.ApplyBeatmap(beatmap);
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hpMultiplier = 1 / (object_count_factor * beatmap.HitObjects.OfType<Hit>().Count() * BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.5, 0.75, 0.98));
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hpMissMultiplier = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.0018, 0.0075, 0.0120);
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}
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protected override double HealthAdjustmentFactorFor(JudgementResult result)
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=> result.Type == HitResult.Miss ? hpMissMultiplier : hpMultiplier;
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protected override void Reset(bool storeResults)
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{
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base.Reset(storeResults);
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Health.Value = 0;
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}
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}
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}
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@ -1,60 +1,18 @@
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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 System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Scoring
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{
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internal class TaikoScoreProcessor : ScoreProcessor
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{
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/// <summary>
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/// A value used for calculating <see cref="hpMultiplier"/>.
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/// </summary>
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private const double object_count_factor = 3;
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/// <summary>
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/// Taiko fails at the end of the map if the player has not half-filled their HP bar.
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/// </summary>
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protected override bool DefaultFailCondition => JudgedHits == MaxHits && Health.Value <= 0.5;
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/// <summary>
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/// HP multiplier for a successful <see cref="HitResult"/>.
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/// </summary>
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private double hpMultiplier;
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/// <summary>
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/// HP multiplier for a <see cref="HitResult.Miss"/>.
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/// </summary>
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private double hpMissMultiplier;
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public TaikoScoreProcessor(IBeatmap beatmap)
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: base(beatmap)
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{
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}
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protected override void ApplyBeatmap(IBeatmap beatmap)
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{
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base.ApplyBeatmap(beatmap);
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hpMultiplier = 1 / (object_count_factor * beatmap.HitObjects.OfType<Hit>().Count() * BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.5, 0.75, 0.98));
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hpMissMultiplier = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.0018, 0.0075, 0.0120);
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}
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protected override double HealthAdjustmentFactorFor(JudgementResult result)
|
||||
=> result.Type == HitResult.Miss ? hpMissMultiplier : hpMultiplier;
|
||||
|
||||
protected override void Reset(bool storeResults)
|
||||
{
|
||||
base.Reset(storeResults);
|
||||
|
||||
Health.Value = 0;
|
||||
}
|
||||
|
||||
public override HitWindows CreateHitWindows() => new TaikoHitWindows();
|
||||
}
|
||||
}
|
||||
|
@ -30,6 +30,8 @@ namespace osu.Game.Rulesets.Taiko
|
||||
|
||||
public override ScoreProcessor CreateScoreProcessor(IBeatmap beatmap) => new TaikoScoreProcessor(beatmap);
|
||||
|
||||
public override HealthProcessor CreateHealthProcessor(IBeatmap beatmap) => new TaikoHealthProcessor(beatmap);
|
||||
|
||||
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new TaikoBeatmapConverter(beatmap);
|
||||
|
||||
public const string SHORT_NAME = "taiko";
|
||||
|
@ -43,7 +43,7 @@ namespace osu.Game.Tests.Visual.Gameplay
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
ScoreProcessor.FailConditions += (_, __) => true;
|
||||
HealthProcessor.FailConditions += (_, __) => true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -37,7 +37,7 @@ namespace osu.Game.Tests.Visual.Gameplay
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
ScoreProcessor.FailConditions += (_, __) => true;
|
||||
HealthProcessor.FailConditions += (_, __) => true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -72,7 +72,7 @@ namespace osu.Game.Tests.Visual.Gameplay
|
||||
{
|
||||
AddStep("create overlay", () =>
|
||||
{
|
||||
Child = hudOverlay = new HUDOverlay(null, null, Array.Empty<Mod>());
|
||||
Child = hudOverlay = new HUDOverlay(null, null, null, Array.Empty<Mod>());
|
||||
|
||||
action?.Invoke(hudOverlay);
|
||||
});
|
||||
|
@ -52,7 +52,7 @@ namespace osu.Game.Tests.Visual.Gameplay
|
||||
public void TestResumeWithResumeOverlay()
|
||||
{
|
||||
AddStep("move cursor to center", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.Centre));
|
||||
AddUntilStep("wait for hitobjects", () => Player.ScoreProcessor.Health.Value < 1);
|
||||
AddUntilStep("wait for hitobjects", () => Player.HealthProcessor.Health.Value < 1);
|
||||
|
||||
pauseAndConfirm();
|
||||
resume();
|
||||
@ -73,7 +73,7 @@ namespace osu.Game.Tests.Visual.Gameplay
|
||||
public void TestPauseWithResumeOverlay()
|
||||
{
|
||||
AddStep("move cursor to center", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.Centre));
|
||||
AddUntilStep("wait for hitobjects", () => Player.ScoreProcessor.Health.Value < 1);
|
||||
AddUntilStep("wait for hitobjects", () => Player.HealthProcessor.Health.Value < 1);
|
||||
|
||||
pauseAndConfirm();
|
||||
|
||||
@ -92,7 +92,7 @@ namespace osu.Game.Tests.Visual.Gameplay
|
||||
{
|
||||
AddStep("move cursor to button", () =>
|
||||
InputManager.MoveMouseTo(Player.HUDOverlay.HoldToQuit.Children.OfType<HoldToConfirmContainer>().First().ScreenSpaceDrawQuad.Centre));
|
||||
AddUntilStep("wait for hitobjects", () => Player.ScoreProcessor.Health.Value < 1);
|
||||
AddUntilStep("wait for hitobjects", () => Player.HealthProcessor.Health.Value < 1);
|
||||
|
||||
pauseAndConfirm();
|
||||
resumeAndConfirm();
|
||||
@ -285,7 +285,7 @@ namespace osu.Game.Tests.Visual.Gameplay
|
||||
|
||||
protected class PausePlayer : TestPlayer
|
||||
{
|
||||
public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
|
||||
public new HealthProcessor HealthProcessor => base.HealthProcessor;
|
||||
|
||||
public new HUDOverlay HUDOverlay => base.HUDOverlay;
|
||||
|
||||
|
15
osu.Game/Rulesets/Mods/IApplicableToHealthProcessor.cs
Normal file
15
osu.Game/Rulesets/Mods/IApplicableToHealthProcessor.cs
Normal file
@ -0,0 +1,15 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
|
||||
namespace osu.Game.Rulesets.Mods
|
||||
{
|
||||
public interface IApplicableToHealthProcessor : IApplicableMod
|
||||
{
|
||||
/// <summary>
|
||||
/// Provide a <see cref="HealthProcessor"/> to a mod. Called once on initialisation of a play instance.
|
||||
/// </summary>
|
||||
void ApplyToHealthProcessor(HealthProcessor healthProcessor);
|
||||
}
|
||||
}
|
@ -7,11 +7,10 @@ using osu.Framework.Graphics.Sprites;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Scoring;
|
||||
|
||||
namespace osu.Game.Rulesets.Mods
|
||||
{
|
||||
public abstract class ModEasy : Mod, IApplicableToDifficulty, IApplicableFailOverride, IApplicableToScoreProcessor
|
||||
public abstract class ModEasy : Mod, IApplicableToDifficulty, IApplicableFailOverride, IApplicableToHealthProcessor
|
||||
{
|
||||
public override string Name => "Easy";
|
||||
public override string Acronym => "EZ";
|
||||
@ -49,11 +48,9 @@ namespace osu.Game.Rulesets.Mods
|
||||
|
||||
public bool RestartOnFail => false;
|
||||
|
||||
public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
|
||||
public void ApplyToHealthProcessor(HealthProcessor healthProcessor)
|
||||
{
|
||||
health = scoreProcessor.Health.GetBoundCopy();
|
||||
health = healthProcessor.Health.GetBoundCopy();
|
||||
}
|
||||
|
||||
public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank;
|
||||
}
|
||||
}
|
||||
|
@ -15,6 +15,6 @@ namespace osu.Game.Rulesets.Mods
|
||||
public override IconUsage Icon => OsuIcon.ModPerfect;
|
||||
public override string Description => "SS or quit.";
|
||||
|
||||
protected override bool FailCondition(ScoreProcessor scoreProcessor, JudgementResult result) => scoreProcessor.Accuracy.Value != 1;
|
||||
protected override bool FailCondition(HealthProcessor healthProcessor, JudgementResult result) => result.Type != result.Judgement.MaxResult;
|
||||
}
|
||||
}
|
||||
|
@ -6,11 +6,10 @@ using osu.Framework.Graphics.Sprites;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Scoring;
|
||||
|
||||
namespace osu.Game.Rulesets.Mods
|
||||
{
|
||||
public abstract class ModSuddenDeath : Mod, IApplicableToScoreProcessor, IApplicableFailOverride
|
||||
public abstract class ModSuddenDeath : Mod, IApplicableToHealthProcessor, IApplicableFailOverride
|
||||
{
|
||||
public override string Name => "Sudden Death";
|
||||
public override string Acronym => "SD";
|
||||
@ -24,13 +23,11 @@ namespace osu.Game.Rulesets.Mods
|
||||
public bool AllowFail => true;
|
||||
public bool RestartOnFail => true;
|
||||
|
||||
public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
|
||||
public void ApplyToHealthProcessor(HealthProcessor healthProcessor)
|
||||
{
|
||||
scoreProcessor.FailConditions += FailCondition;
|
||||
healthProcessor.FailConditions += FailCondition;
|
||||
}
|
||||
|
||||
public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank;
|
||||
|
||||
protected virtual bool FailCondition(ScoreProcessor scoreProcessor, JudgementResult result) => scoreProcessor.Combo.Value == 0 && result.Judgement.AffectsCombo;
|
||||
protected virtual bool FailCondition(HealthProcessor healthProcessor, JudgementResult result) => !result.IsHit && result.Judgement.AffectsCombo;
|
||||
}
|
||||
}
|
||||
|
@ -69,6 +69,12 @@ namespace osu.Game.Rulesets
|
||||
/// <returns>The score processor.</returns>
|
||||
public virtual ScoreProcessor CreateScoreProcessor(IBeatmap beatmap) => new ScoreProcessor(beatmap);
|
||||
|
||||
/// <summary>
|
||||
/// Creates a <see cref="HealthProcessor"/> for a beatmap converted to this ruleset.
|
||||
/// </summary>
|
||||
/// <returns>The health processor.</returns>
|
||||
public virtual HealthProcessor CreateHealthProcessor(IBeatmap beatmap) => new HealthProcessor(beatmap);
|
||||
|
||||
/// <summary>
|
||||
/// Creates a <see cref="IBeatmapConverter"/> to convert a <see cref="IBeatmap"/> to one that is applicable for this <see cref="Ruleset"/>.
|
||||
/// </summary>
|
||||
|
102
osu.Game/Rulesets/Scoring/HealthProcessor.cs
Normal file
102
osu.Game/Rulesets/Scoring/HealthProcessor.cs
Normal file
@ -0,0 +1,102 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.MathUtils;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
|
||||
namespace osu.Game.Rulesets.Scoring
|
||||
{
|
||||
public class HealthProcessor : JudgementProcessor
|
||||
{
|
||||
/// <summary>
|
||||
/// Invoked when the <see cref="ScoreProcessor"/> is in a failed state.
|
||||
/// Return true if the fail was permitted.
|
||||
/// </summary>
|
||||
public event Func<bool> Failed;
|
||||
|
||||
/// <summary>
|
||||
/// Additional conditions on top of <see cref="DefaultFailCondition"/> that cause a failing state.
|
||||
/// </summary>
|
||||
public event Func<HealthProcessor, JudgementResult, bool> FailConditions;
|
||||
|
||||
/// <summary>
|
||||
/// The current health.
|
||||
/// </summary>
|
||||
public readonly BindableDouble Health = new BindableDouble(1) { MinValue = 0, MaxValue = 1 };
|
||||
|
||||
/// <summary>
|
||||
/// Whether this ScoreProcessor has already triggered the failed state.
|
||||
/// </summary>
|
||||
public bool HasFailed { get; private set; }
|
||||
|
||||
public HealthProcessor(IBeatmap beatmap)
|
||||
: base(beatmap)
|
||||
{
|
||||
}
|
||||
|
||||
protected override void ApplyResultInternal(JudgementResult result)
|
||||
{
|
||||
result.HealthAtJudgement = Health.Value;
|
||||
result.FailedAtJudgement = HasFailed;
|
||||
|
||||
if (HasFailed)
|
||||
return;
|
||||
|
||||
Health.Value += HealthAdjustmentFactorFor(result) * result.Judgement.HealthIncreaseFor(result);
|
||||
|
||||
if (!DefaultFailCondition && FailConditions?.Invoke(this, result) != true)
|
||||
return;
|
||||
|
||||
if (Failed?.Invoke() != false)
|
||||
HasFailed = true;
|
||||
}
|
||||
|
||||
protected override void RevertResultInternal(JudgementResult result)
|
||||
{
|
||||
Health.Value = result.HealthAtJudgement;
|
||||
|
||||
// Todo: Revert HasFailed state with proper player support
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// An adjustment factor which is multiplied into the health increase provided by a <see cref="JudgementResult"/>.
|
||||
/// </summary>
|
||||
/// <param name="result">The <see cref="JudgementResult"/> for which the adjustment should apply.</param>
|
||||
/// <returns>The adjustment factor.</returns>
|
||||
protected virtual double HealthAdjustmentFactorFor(JudgementResult result) => 1;
|
||||
|
||||
/// <summary>
|
||||
/// The default conditions for failing.
|
||||
/// </summary>
|
||||
protected virtual bool DefaultFailCondition => Precision.AlmostBigger(Health.MinValue, Health.Value);
|
||||
|
||||
protected override void Reset(bool storeResults)
|
||||
{
|
||||
base.Reset(storeResults);
|
||||
|
||||
Health.Value = 1;
|
||||
HasFailed = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the score is in a failed state and notifies subscribers.
|
||||
/// <para>
|
||||
/// This can only ever notify subscribers once.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
private void updateFailed(JudgementResult result)
|
||||
{
|
||||
if (HasFailed)
|
||||
return;
|
||||
|
||||
if (!DefaultFailCondition && FailConditions?.Invoke(this, result) != true)
|
||||
return;
|
||||
|
||||
if (Failed?.Invoke() != false)
|
||||
HasFailed = true;
|
||||
}
|
||||
}
|
||||
}
|
@ -7,7 +7,6 @@ using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Extensions;
|
||||
using osu.Framework.MathUtils;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
@ -22,13 +21,6 @@ namespace osu.Game.Rulesets.Scoring
|
||||
private const double combo_portion = 0.7;
|
||||
private const double max_score = 1000000;
|
||||
|
||||
/// <summary>
|
||||
/// Invoked when the <see cref="ScoreProcessor"/> is in a failed state.
|
||||
/// This may occur regardless of whether an <see cref="AllJudged"/> event is invoked.
|
||||
/// Return true if the fail was permitted.
|
||||
/// </summary>
|
||||
public event Func<bool> Failed;
|
||||
|
||||
/// <summary>
|
||||
/// Invoked when all <see cref="HitObject"/>s have been judged.
|
||||
/// </summary>
|
||||
@ -39,11 +31,6 @@ namespace osu.Game.Rulesets.Scoring
|
||||
/// </summary>
|
||||
public event Action<JudgementResult> NewJudgement;
|
||||
|
||||
/// <summary>
|
||||
/// Additional conditions on top of <see cref="DefaultFailCondition"/> that cause a failing state.
|
||||
/// </summary>
|
||||
public event Func<ScoreProcessor, JudgementResult, bool> FailConditions;
|
||||
|
||||
/// <summary>
|
||||
/// The current total score.
|
||||
/// </summary>
|
||||
@ -54,11 +41,6 @@ namespace osu.Game.Rulesets.Scoring
|
||||
/// </summary>
|
||||
public readonly BindableDouble Accuracy = new BindableDouble(1) { MinValue = 0, MaxValue = 1 };
|
||||
|
||||
/// <summary>
|
||||
/// The current health.
|
||||
/// </summary>
|
||||
public readonly BindableDouble Health = new BindableDouble(1) { MinValue = 0, MaxValue = 1 };
|
||||
|
||||
/// <summary>
|
||||
/// The current combo.
|
||||
/// </summary>
|
||||
@ -89,11 +71,6 @@ namespace osu.Game.Rulesets.Scoring
|
||||
/// </summary>
|
||||
public bool HasCompleted => JudgedHits == MaxHits;
|
||||
|
||||
/// <summary>
|
||||
/// Whether this ScoreProcessor has already triggered the failed state.
|
||||
/// </summary>
|
||||
public bool HasFailed { get; private set; }
|
||||
|
||||
private double maxHighestCombo;
|
||||
|
||||
private double maxBaseScore;
|
||||
@ -145,10 +122,8 @@ namespace osu.Game.Rulesets.Scoring
|
||||
{
|
||||
result.ComboAtJudgement = Combo.Value;
|
||||
result.HighestComboAtJudgement = HighestCombo.Value;
|
||||
result.HealthAtJudgement = Health.Value;
|
||||
result.FailedAtJudgement = HasFailed;
|
||||
|
||||
if (HasFailed)
|
||||
if (result.FailedAtJudgement)
|
||||
return;
|
||||
|
||||
if (result.Judgement.AffectsCombo)
|
||||
@ -182,10 +157,7 @@ namespace osu.Game.Rulesets.Scoring
|
||||
rollingMaxBaseScore += result.Judgement.MaxNumericResult;
|
||||
}
|
||||
|
||||
Health.Value += HealthAdjustmentFactorFor(result) * result.Judgement.HealthIncreaseFor(result);
|
||||
|
||||
updateScore();
|
||||
updateFailed(result);
|
||||
|
||||
NewJudgement?.Invoke(result);
|
||||
|
||||
@ -197,9 +169,6 @@ namespace osu.Game.Rulesets.Scoring
|
||||
{
|
||||
Combo.Value = result.ComboAtJudgement;
|
||||
HighestCombo.Value = result.HighestComboAtJudgement;
|
||||
Health.Value = result.HealthAtJudgement;
|
||||
|
||||
// Todo: Revert HasFailed state with proper player support
|
||||
|
||||
if (result.FailedAtJudgement)
|
||||
return;
|
||||
@ -219,13 +188,6 @@ namespace osu.Game.Rulesets.Scoring
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// An adjustment factor which is multiplied into the health increase provided by a <see cref="JudgementResult"/>.
|
||||
/// </summary>
|
||||
/// <param name="result">The <see cref="JudgementResult"/> for which the adjustment should apply.</param>
|
||||
/// <returns>The adjustment factor.</returns>
|
||||
protected virtual double HealthAdjustmentFactorFor(JudgementResult result) => 1;
|
||||
|
||||
private void updateScore()
|
||||
{
|
||||
if (rollingMaxBaseScore != 0)
|
||||
@ -248,24 +210,6 @@ namespace osu.Game.Rulesets.Scoring
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the score is in a failed state and notifies subscribers.
|
||||
/// <para>
|
||||
/// This can only ever notify subscribers once.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
private void updateFailed(JudgementResult result)
|
||||
{
|
||||
if (HasFailed)
|
||||
return;
|
||||
|
||||
if (!DefaultFailCondition && FailConditions?.Invoke(this, result) != true)
|
||||
return;
|
||||
|
||||
if (Failed?.Invoke() != false)
|
||||
HasFailed = true;
|
||||
}
|
||||
|
||||
private ScoreRank rankFrom(double acc)
|
||||
{
|
||||
if (acc == 1)
|
||||
@ -308,12 +252,9 @@ namespace osu.Game.Rulesets.Scoring
|
||||
|
||||
TotalScore.Value = 0;
|
||||
Accuracy.Value = 1;
|
||||
Health.Value = 1;
|
||||
Combo.Value = 0;
|
||||
Rank.Value = ScoreRank.X;
|
||||
HighestCombo.Value = 0;
|
||||
|
||||
HasFailed = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -334,11 +275,6 @@ namespace osu.Game.Rulesets.Scoring
|
||||
score.Statistics[result] = GetStatistic(result);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The default conditions for failing.
|
||||
/// </summary>
|
||||
protected virtual bool DefaultFailCondition => Precision.AlmostBigger(Health.MinValue, Health.Value);
|
||||
|
||||
/// <summary>
|
||||
/// Create a <see cref="HitWindows"/> for this processor.
|
||||
/// </summary>
|
||||
|
@ -41,6 +41,7 @@ namespace osu.Game.Screens.Play
|
||||
public Bindable<bool> ShowHealthbar = new Bindable<bool>(true);
|
||||
|
||||
private readonly ScoreProcessor scoreProcessor;
|
||||
private readonly HealthProcessor healthProcessor;
|
||||
private readonly DrawableRuleset drawableRuleset;
|
||||
private readonly IReadOnlyList<Mod> mods;
|
||||
|
||||
@ -63,9 +64,10 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
private IEnumerable<Drawable> hideTargets => new Drawable[] { visibilityContainer, KeyCounter };
|
||||
|
||||
public HUDOverlay(ScoreProcessor scoreProcessor, DrawableRuleset drawableRuleset, IReadOnlyList<Mod> mods)
|
||||
public HUDOverlay(ScoreProcessor scoreProcessor, HealthProcessor healthProcessor, DrawableRuleset drawableRuleset, IReadOnlyList<Mod> mods)
|
||||
{
|
||||
this.scoreProcessor = scoreProcessor;
|
||||
this.healthProcessor = healthProcessor;
|
||||
this.drawableRuleset = drawableRuleset;
|
||||
this.mods = mods;
|
||||
|
||||
@ -119,7 +121,10 @@ namespace osu.Game.Screens.Play
|
||||
private void load(OsuConfigManager config, NotificationOverlay notificationOverlay)
|
||||
{
|
||||
if (scoreProcessor != null)
|
||||
BindProcessor(scoreProcessor);
|
||||
BindScoreProcessor(scoreProcessor);
|
||||
|
||||
if (healthProcessor != null)
|
||||
BindHealthProcessor(healthProcessor);
|
||||
|
||||
if (drawableRuleset != null)
|
||||
{
|
||||
@ -288,15 +293,19 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
protected virtual PlayerSettingsOverlay CreatePlayerSettingsOverlay() => new PlayerSettingsOverlay();
|
||||
|
||||
protected virtual void BindProcessor(ScoreProcessor processor)
|
||||
protected virtual void BindScoreProcessor(ScoreProcessor processor)
|
||||
{
|
||||
ScoreCounter?.Current.BindTo(processor.TotalScore);
|
||||
AccuracyCounter?.Current.BindTo(processor.Accuracy);
|
||||
ComboCounter?.Current.BindTo(processor.Combo);
|
||||
HealthDisplay?.Current.BindTo(processor.Health);
|
||||
|
||||
if (HealthDisplay is StandardHealthDisplay shd)
|
||||
processor.NewJudgement += shd.Flash;
|
||||
}
|
||||
|
||||
protected virtual void BindHealthProcessor(HealthProcessor processor)
|
||||
{
|
||||
HealthDisplay?.Current.BindTo(processor.Health);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -72,6 +72,9 @@ namespace osu.Game.Screens.Play
|
||||
public BreakOverlay BreakOverlay;
|
||||
|
||||
protected ScoreProcessor ScoreProcessor { get; private set; }
|
||||
|
||||
protected HealthProcessor HealthProcessor { get; private set; }
|
||||
|
||||
protected DrawableRuleset DrawableRuleset { get; private set; }
|
||||
|
||||
protected HUDOverlay HUDOverlay { get; private set; }
|
||||
@ -131,6 +134,8 @@ namespace osu.Game.Screens.Play
|
||||
ScoreProcessor = ruleset.CreateScoreProcessor(playableBeatmap);
|
||||
ScoreProcessor.Mods.BindTo(Mods);
|
||||
|
||||
HealthProcessor = ruleset.CreateHealthProcessor(playableBeatmap);
|
||||
|
||||
if (!ScoreProcessor.Mode.Disabled)
|
||||
config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode);
|
||||
|
||||
@ -145,15 +150,28 @@ namespace osu.Game.Screens.Play
|
||||
// bind clock into components that require it
|
||||
DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused);
|
||||
|
||||
DrawableRuleset.OnNewResult += ScoreProcessor.ApplyResult;
|
||||
DrawableRuleset.OnRevertResult += ScoreProcessor.RevertResult;
|
||||
DrawableRuleset.OnNewResult += r =>
|
||||
{
|
||||
HealthProcessor.ApplyResult(r);
|
||||
ScoreProcessor.ApplyResult(r);
|
||||
};
|
||||
|
||||
// Bind ScoreProcessor to ourselves
|
||||
DrawableRuleset.OnRevertResult += r =>
|
||||
{
|
||||
HealthProcessor.RevertResult(r);
|
||||
ScoreProcessor.RevertResult(r);
|
||||
};
|
||||
|
||||
// Bind the judgement processors to ourselves
|
||||
ScoreProcessor.AllJudged += onCompletion;
|
||||
ScoreProcessor.Failed += onFail;
|
||||
HealthProcessor.Failed += onFail;
|
||||
|
||||
foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
|
||||
mod.ApplyToScoreProcessor(ScoreProcessor);
|
||||
|
||||
foreach (var mod in Mods.Value.OfType<IApplicableToHealthProcessor>())
|
||||
mod.ApplyToHealthProcessor(HealthProcessor);
|
||||
|
||||
BreakOverlay.IsBreakTime.ValueChanged += _ => updatePauseOnFocusLostState();
|
||||
}
|
||||
|
||||
@ -197,7 +215,7 @@ namespace osu.Game.Screens.Play
|
||||
// display the cursor above some HUD elements.
|
||||
DrawableRuleset.Cursor?.CreateProxy() ?? new Container(),
|
||||
DrawableRuleset.ResumeOverlay?.CreateProxy() ?? new Container(),
|
||||
HUDOverlay = new HUDOverlay(ScoreProcessor, DrawableRuleset, Mods.Value)
|
||||
HUDOverlay = new HUDOverlay(ScoreProcessor, HealthProcessor, DrawableRuleset, Mods.Value)
|
||||
{
|
||||
HoldToQuit =
|
||||
{
|
||||
@ -342,7 +360,7 @@ namespace osu.Game.Screens.Play
|
||||
private void onCompletion()
|
||||
{
|
||||
// Only show the completion screen if the player hasn't failed
|
||||
if (ScoreProcessor.HasFailed || completionProgressDelegate != null)
|
||||
if (HealthProcessor.HasFailed || completionProgressDelegate != null)
|
||||
return;
|
||||
|
||||
ValidForResume = false;
|
||||
|
Loading…
Reference in New Issue
Block a user