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Fix combo properties multiple reassignments
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01e9c0f15e
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@ -159,27 +159,29 @@ namespace osu.Game.Rulesets.Catch.Objects
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{
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// Note that this implementation is shared with the osu! ruleset's implementation.
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// If a change is made here, OsuHitObject.cs should also be updated.
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ComboIndex = lastObj?.ComboIndex ?? 0;
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ComboIndexWithOffsets = lastObj?.ComboIndexWithOffsets ?? 0;
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IndexInCurrentCombo = (lastObj?.IndexInCurrentCombo + 1) ?? 0;
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int index = lastObj?.ComboIndex ?? 0;
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int indexWithOffsets = lastObj?.ComboIndexWithOffsets ?? 0;
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int inCurrentCombo = (lastObj?.IndexInCurrentCombo + 1) ?? 0;
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if (this is BananaShower)
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// For the purpose of combo colours, spinners never start a new combo even if they are flagged as doing so.
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if (this is not BananaShower)
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{
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// For the purpose of combo colours, spinners never start a new combo even if they are flagged as doing so.
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return;
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// At decode time, the first hitobject in the beatmap and the first hitobject after a banana shower are both enforced to be a new combo,
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// but this isn't directly enforced by the editor so the extra checks against the last hitobject are duplicated here.
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if (NewCombo || lastObj == null || lastObj is BananaShower)
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{
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inCurrentCombo = 0;
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index++;
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indexWithOffsets += ComboOffset + 1;
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if (lastObj != null)
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lastObj.LastInCombo = true;
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}
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}
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// At decode time, the first hitobject in the beatmap and the first hitobject after a banana shower are both enforced to be a new combo,
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// but this isn't directly enforced by the editor so the extra checks against the last hitobject are duplicated here.
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if (NewCombo || lastObj == null || lastObj is BananaShower)
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{
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IndexInCurrentCombo = 0;
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ComboIndex++;
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ComboIndexWithOffsets += ComboOffset + 1;
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if (lastObj != null)
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lastObj.LastInCombo = true;
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}
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ComboIndex = index;
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ComboIndexWithOffsets = indexWithOffsets;
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IndexInCurrentCombo = inCurrentCombo;
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}
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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@ -184,27 +184,29 @@ namespace osu.Game.Rulesets.Osu.Objects
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{
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// Note that this implementation is shared with the osu!catch ruleset's implementation.
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// If a change is made here, CatchHitObject.cs should also be updated.
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ComboIndex = lastObj?.ComboIndex ?? 0;
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ComboIndexWithOffsets = lastObj?.ComboIndexWithOffsets ?? 0;
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IndexInCurrentCombo = (lastObj?.IndexInCurrentCombo + 1) ?? 0;
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int index = lastObj?.ComboIndex ?? 0;
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int indexWithOffsets = lastObj?.ComboIndexWithOffsets ?? 0;
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int inCurrentCombo = (lastObj?.IndexInCurrentCombo + 1) ?? 0;
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if (this is Spinner)
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// For the purpose of combo colours, spinners never start a new combo even if they are flagged as doing so.
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if (this is not Spinner)
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{
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// For the purpose of combo colours, spinners never start a new combo even if they are flagged as doing so.
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return;
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// At decode time, the first hitobject in the beatmap and the first hitobject after a spinner are both enforced to be a new combo,
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// but this isn't directly enforced by the editor so the extra checks against the last hitobject are duplicated here.
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if (NewCombo || lastObj == null || lastObj is Spinner)
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{
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inCurrentCombo = 0;
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index++;
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indexWithOffsets += ComboOffset + 1;
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if (lastObj != null)
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lastObj.LastInCombo = true;
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}
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}
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// At decode time, the first hitobject in the beatmap and the first hitobject after a spinner are both enforced to be a new combo,
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// but this isn't directly enforced by the editor so the extra checks against the last hitobject are duplicated here.
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if (NewCombo || lastObj == null || lastObj is Spinner)
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{
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IndexInCurrentCombo = 0;
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ComboIndex++;
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ComboIndexWithOffsets += ComboOffset + 1;
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if (lastObj != null)
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lastObj.LastInCombo = true;
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}
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ComboIndex = index;
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ComboIndexWithOffsets = indexWithOffsets;
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IndexInCurrentCombo = inCurrentCombo;
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}
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protected override HitWindows CreateHitWindows() => new OsuHitWindows();
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@ -84,19 +84,23 @@ namespace osu.Game.Rulesets.Objects.Types
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/// <param name="lastObj">The previous hitobject, or null if this is the first object in the beatmap.</param>
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void UpdateComboInformation(IHasComboInformation? lastObj)
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{
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ComboIndex = lastObj?.ComboIndex ?? 0;
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ComboIndexWithOffsets = lastObj?.ComboIndexWithOffsets ?? 0;
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IndexInCurrentCombo = (lastObj?.IndexInCurrentCombo + 1) ?? 0;
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int index = lastObj?.ComboIndex ?? 0;
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int indexWithOffsets = lastObj?.ComboIndexWithOffsets ?? 0;
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int inCurrentCombo = (lastObj?.IndexInCurrentCombo + 1) ?? 0;
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if (NewCombo || lastObj == null)
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{
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IndexInCurrentCombo = 0;
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ComboIndex++;
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ComboIndexWithOffsets += ComboOffset + 1;
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inCurrentCombo = 0;
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index++;
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indexWithOffsets += ComboOffset + 1;
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if (lastObj != null)
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lastObj.LastInCombo = true;
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}
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ComboIndex = index;
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ComboIndexWithOffsets = indexWithOffsets;
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IndexInCurrentCombo = inCurrentCombo;
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}
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}
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}
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