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Use update-invariant way of checking for second press on same frame
Fixes the same issue that 970ea50269
did,
but with no `AlwaysPresent` usage.
This commit is contained in:
parent
5cedd428bb
commit
7e98d319d8
@ -57,12 +57,6 @@ namespace osu.Game.Rulesets.Taiko.Mods
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{
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{
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hitObject.FadeOut(duration);
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hitObject.FadeOut(duration);
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// Keep updating the object even after it stopped being visible.
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// This is required because of the custom logic in DrawableHit's Update method.
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// Specifically, pressHandledThisFrame wasn't reset, which caused further hits
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// within the object's lifetime to be rejected.
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hitObject.AlwaysPresent = true;
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// DrawableHitObject sets LifetimeEnd to LatestTransformEndTime if it isn't manually changed.
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// DrawableHitObject sets LifetimeEnd to LatestTransformEndTime if it isn't manually changed.
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// in order for the object to not be killed before its actual end time (as the latest transform ends earlier), set lifetime end explicitly.
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// in order for the object to not be killed before its actual end time (as the latest transform ends earlier), set lifetime end explicitly.
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hitObject.LifetimeEnd = state == ArmedState.Idle || !hitObject.AllJudged
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hitObject.LifetimeEnd = state == ArmedState.Idle || !hitObject.AllJudged
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@ -35,7 +35,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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private bool validActionPressed;
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private bool validActionPressed;
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private bool pressHandledThisFrame;
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private double? lastPressHandleTime;
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private readonly Bindable<HitType> type = new Bindable<HitType>();
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private readonly Bindable<HitType> type = new Bindable<HitType>();
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@ -76,7 +76,8 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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HitActions = null;
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HitActions = null;
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HitAction = null;
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HitAction = null;
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validActionPressed = pressHandledThisFrame = false;
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validActionPressed = false;
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lastPressHandleTime = null;
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}
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}
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private void updateActionsFromType()
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private void updateActionsFromType()
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@ -114,7 +115,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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public override bool OnPressed(KeyBindingPressEvent<TaikoAction> e)
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public override bool OnPressed(KeyBindingPressEvent<TaikoAction> e)
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{
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{
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if (pressHandledThisFrame)
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if (lastPressHandleTime == Time.Current)
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return true;
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return true;
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if (Judged)
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if (Judged)
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return false;
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return false;
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@ -128,7 +129,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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// Regardless of whether we've hit or not, any secondary key presses in the same frame should be discarded
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// Regardless of whether we've hit or not, any secondary key presses in the same frame should be discarded
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// E.g. hitting a non-strong centre as a strong should not fall through and perform a hit on the next note
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// E.g. hitting a non-strong centre as a strong should not fall through and perform a hit on the next note
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pressHandledThisFrame = true;
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lastPressHandleTime = Time.Current;
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return result;
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return result;
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}
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}
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@ -139,15 +140,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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base.OnReleased(e);
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base.OnReleased(e);
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}
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}
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protected override void Update()
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{
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base.Update();
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// The input manager processes all input prior to us updating, so this is the perfect time
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// for us to remove the extra press blocking, before input is handled in the next frame
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pressHandledThisFrame = false;
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}
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protected override void UpdateHitStateTransforms(ArmedState state)
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protected override void UpdateHitStateTransforms(ArmedState state)
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{
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{
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Debug.Assert(HitObject.HitWindows != null);
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Debug.Assert(HitObject.HitWindows != null);
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