diff --git a/osu.Game.Rulesets.Mania/UI/Column.cs b/osu.Game.Rulesets.Mania/UI/Column.cs index 109ffd0d25..15c9a83b78 100644 --- a/osu.Game.Rulesets.Mania/UI/Column.cs +++ b/osu.Game.Rulesets.Mania/UI/Column.cs @@ -262,21 +262,13 @@ namespace osu.Game.Rulesets.Mania.UI public bool OnPressed(ManiaAction action) { - // Play the sounds of the next hitobject - if (HitObjects.AliveObjects.Any()) - { - // If there are alive hitobjects, we can abuse the fact that AliveObjects are sorted by time (see: Add()) - HitObjects.AliveObjects.First().PlaySamples(); - } - else - { - // If not, we do a slow search - we might want to do a BinarySearch here if this becomes problematic - // We fallback to LastOrDefault() if we're beyond the last note in the map - var hitObject = HitObjects.Objects.FirstOrDefault(h => h.HitObject.StartTime > Time.Current) ?? HitObjects.Objects.LastOrDefault(); - hitObject?.PlaySamples(); - } + if (action != Action) + return false; - return false; + var hitObject = HitObjects.Objects.LastOrDefault(h => h.HitObject.StartTime > Time.Current) ?? HitObjects.Objects.FirstOrDefault(); + hitObject?.PlaySamples(); + + return true; } public bool OnReleased(ManiaAction action) => false;