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Fix drum rolls nested objects not applying min result on kill

This commit is contained in:
Bartłomiej Dach 2022-01-16 17:15:01 +01:00
parent 632246a3b3
commit c6adbdd46f
No known key found for this signature in database
GPG Key ID: BCECCD4FA41F6497
2 changed files with 25 additions and 0 deletions

View File

@ -197,6 +197,14 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
ApplyResult(r => r.Type = ParentHitObject.IsHit ? r.Judgement.MaxResult : r.Judgement.MinResult);
}
public override void OnKilled()
{
base.OnKilled();
if (Time.Current > ParentHitObject.HitObject.GetEndTime() && !Judged)
ApplyResult(r => r.Type = r.Judgement.MinResult);
}
public override bool OnPressed(KeyBindingPressEvent<TaikoAction> e) => false;
}
}

View File

@ -5,6 +5,7 @@ using System;
using JetBrains.Annotations;
using osu.Framework.Graphics;
using osu.Framework.Input.Events;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Skinning.Default;
using osu.Game.Skinning;
@ -52,6 +53,14 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
ApplyResult(r => r.Type = r.Judgement.MaxResult);
}
public override void OnKilled()
{
base.OnKilled();
if (Time.Current > HitObject.GetEndTime() && !Judged)
ApplyResult(r => r.Type = r.Judgement.MinResult);
}
protected override void UpdateHitStateTransforms(ArmedState state)
{
switch (state)
@ -92,6 +101,14 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
ApplyResult(r => r.Type = ParentHitObject.IsHit ? r.Judgement.MaxResult : r.Judgement.MinResult);
}
public override void OnKilled()
{
base.OnKilled();
if (Time.Current > ParentHitObject.HitObject.GetEndTime() && !Judged)
ApplyResult(r => r.Type = r.Judgement.MinResult);
}
public override bool OnPressed(KeyBindingPressEvent<TaikoAction> e) => false;
}
}