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Merge pull request #14096 from frenzibyte/processors-on-load-complete
Fix judgement processors provided to mods while not completely loaded
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commit
cf30f02f02
@ -8,7 +8,7 @@ namespace osu.Game.Rulesets.Mods
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public interface IApplicableToHealthProcessor : IApplicableMod
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{
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/// <summary>
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/// Provide a <see cref="HealthProcessor"/> to a mod. Called once on initialisation of a play instance.
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/// Provides a loaded <see cref="HealthProcessor"/> to a mod. Called once on initialisation of a play instance.
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/// </summary>
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void ApplyToHealthProcessor(HealthProcessor healthProcessor);
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}
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@ -12,7 +12,7 @@ namespace osu.Game.Rulesets.Mods
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public interface IApplicableToScoreProcessor : IApplicableMod
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{
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/// <summary>
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/// Provide a <see cref="ScoreProcessor"/> to a mod. Called once on initialisation of a play instance.
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/// Provides a loaded <see cref="ScoreProcessor"/> to a mod. Called once on initialisation of a play instance.
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/// </summary>
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void ApplyToScoreProcessor(ScoreProcessor scoreProcessor);
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@ -297,11 +297,19 @@ namespace osu.Game.Screens.Play
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ScoreProcessor.HasCompleted.BindValueChanged(scoreCompletionChanged);
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HealthProcessor.Failed += onFail;
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// Provide judgement processors to mods after they're loaded so that they're on the gameplay clock,
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// this is required for mods that apply transforms to these processors.
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ScoreProcessor.OnLoadComplete += _ =>
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{
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foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
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mod.ApplyToScoreProcessor(ScoreProcessor);
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};
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HealthProcessor.OnLoadComplete += _ =>
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{
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foreach (var mod in Mods.Value.OfType<IApplicableToHealthProcessor>())
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mod.ApplyToHealthProcessor(HealthProcessor);
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};
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IsBreakTime.BindTo(breakTracker.IsBreakTime);
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IsBreakTime.BindValueChanged(onBreakTimeChanged, true);
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