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Merge pull request #14096 from frenzibyte/processors-on-load-complete

Fix judgement processors provided to mods while not completely loaded
This commit is contained in:
Dan Balasescu 2021-08-02 10:31:48 +09:00 committed by GitHub
commit cf30f02f02
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3 changed files with 14 additions and 6 deletions

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@ -8,7 +8,7 @@ namespace osu.Game.Rulesets.Mods
public interface IApplicableToHealthProcessor : IApplicableMod
{
/// <summary>
/// Provide a <see cref="HealthProcessor"/> to a mod. Called once on initialisation of a play instance.
/// Provides a loaded <see cref="HealthProcessor"/> to a mod. Called once on initialisation of a play instance.
/// </summary>
void ApplyToHealthProcessor(HealthProcessor healthProcessor);
}

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@ -12,7 +12,7 @@ namespace osu.Game.Rulesets.Mods
public interface IApplicableToScoreProcessor : IApplicableMod
{
/// <summary>
/// Provide a <see cref="ScoreProcessor"/> to a mod. Called once on initialisation of a play instance.
/// Provides a loaded <see cref="ScoreProcessor"/> to a mod. Called once on initialisation of a play instance.
/// </summary>
void ApplyToScoreProcessor(ScoreProcessor scoreProcessor);

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@ -297,11 +297,19 @@ namespace osu.Game.Screens.Play
ScoreProcessor.HasCompleted.BindValueChanged(scoreCompletionChanged);
HealthProcessor.Failed += onFail;
// Provide judgement processors to mods after they're loaded so that they're on the gameplay clock,
// this is required for mods that apply transforms to these processors.
ScoreProcessor.OnLoadComplete += _ =>
{
foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
mod.ApplyToScoreProcessor(ScoreProcessor);
};
HealthProcessor.OnLoadComplete += _ =>
{
foreach (var mod in Mods.Value.OfType<IApplicableToHealthProcessor>())
mod.ApplyToHealthProcessor(HealthProcessor);
};
IsBreakTime.BindTo(breakTracker.IsBreakTime);
IsBreakTime.BindValueChanged(onBreakTimeChanged, true);