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Move taiko-specific property out of DrawableHitObject

This commit is contained in:
Dean Herbert 2023-02-12 16:08:23 +09:00
parent 8fb72b971d
commit 9d09141ab7
3 changed files with 11 additions and 11 deletions

View File

@ -23,8 +23,8 @@ namespace osu.Game.Rulesets.Taiko.Mods
public void ApplyToDrawableHitObject(DrawableHitObject drawable)
{
if (drawable is DrawableHit)
drawable.SnapJudgementLocation = true;
if (drawable is DrawableTaikoHitObject hit)
hit.SnapJudgementLocation = true;
}
}
}

View File

@ -25,6 +25,15 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
private readonly Container nonProxiedContent;
/// <summary>
/// Whether the location of the hit should be snapped to the hit target before animating.
/// </summary>
/// <remarks>
/// This is how osu-stable worked, but notably is not how TnT works.
/// It results in less visual feedback on hit accuracy.
/// </remarks>
public bool SnapJudgementLocation { get; set; }
protected DrawableTaikoHitObject([CanBeNull] TaikoHitObject hitObject)
: base(hitObject)
{

View File

@ -662,15 +662,6 @@ namespace osu.Game.Rulesets.Objects.Drawables
/// </remarks>
public virtual double MaximumJudgementOffset => HitObject.HitWindows?.WindowFor(HitResult.Miss) ?? 0;
/// <summary>
/// Whether the location of the hit should be snapped to the hit target before animating.
/// </summary>
/// <remarks>
/// This is how osu-stable worked, but notably is not how TnT works.
/// It results in less visual feedback on hit accuracy.
/// </remarks>
public bool SnapJudgementLocation { get; set; }
/// <summary>
/// Applies the <see cref="Result"/> of this <see cref="DrawableHitObject"/>, notifying responders such as
/// the <see cref="ScoreProcessor"/> of the <see cref="JudgementResult"/>.