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Merge pull request #11740 from peppy/editor-fix-slider-samples-new-placement
Fix newly placed sliders in the editor not playing hitsounds
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commit
cb4d119f23
@ -146,7 +146,8 @@ namespace osu.Game.Rulesets.Osu.Objects
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// The samples should be attached to the slider tail, however this can only be done after LegacyLastTick is removed otherwise they would play earlier than they're intended to.
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// For now, the samples are attached to and played by the slider itself at the correct end time.
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Samples = this.GetNodeSamples(repeatCount + 1);
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// ToArray call is required as GetNodeSamples may fallback to Samples itself (without it it will get cleared due to the list reference being live).
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Samples = this.GetNodeSamples(repeatCount + 1).ToArray();
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}
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protected override void CreateNestedHitObjects(CancellationToken cancellationToken)
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@ -7,6 +7,7 @@ using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Events;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Objects;
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@ -45,6 +46,9 @@ namespace osu.Game.Rulesets.Edit
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{
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HitObject = hitObject;
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// adding the default hit sample should be the case regardless of the ruleset.
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HitObject.Samples.Add(new HitSampleInfo(HitSampleInfo.HIT_NORMAL));
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RelativeSizeAxes = Axes.Both;
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// This is required to allow the blueprint's position to be updated via OnMouseMove/Handle
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@ -211,9 +211,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
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if (blueprint != null)
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{
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// doing this post-creations as adding the default hit sample should be the case regardless of the ruleset.
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blueprint.HitObject.Samples.Add(new HitSampleInfo(HitSampleInfo.HIT_NORMAL));
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placementBlueprintContainer.Child = currentPlacement = blueprint;
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// Fixes a 1-frame position discrepancy due to the first mouse move event happening in the next frame
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