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Schedule FailScore
inside onFail
instead of onFailComplete
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parent
ef5dd24589
commit
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@ -930,10 +930,22 @@ namespace osu.Game.Screens.Play
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failAnimationContainer.Start();
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failAnimationContainer.Start();
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if (GameplayState.Mods.OfType<IApplicableFailOverride>().Any(m => m.RestartOnFail))
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// Failures can be triggered either by a judgement, or by a mod.
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Restart(true);
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//
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// For the case of a judgement, due to ordering considerations, ScoreProcessor will not have received
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// the final judgement which triggered the failure yet (see DrawableRuleset.NewResult handling above).
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//
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// A schedule here ensures that any lingering judgements from the current frame are applied before we
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// finalise the score as "failed".
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Schedule(() =>
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{
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ScoreProcessor.FailScore(Score.ScoreInfo);
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OnFail();
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if (GameplayState.Mods.OfType<IApplicableFailOverride>().Any(m => m.RestartOnFail))
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Restart(true);
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});
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OnFail();
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return true;
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return true;
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}
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}
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@ -942,11 +954,6 @@ namespace osu.Game.Screens.Play
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/// </summary>
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/// </summary>
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private void onFailComplete()
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private void onFailComplete()
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{
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{
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// fail completion is a good point to mark a score as failed,
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// since the last judgement that caused the fail only applies to score processor after onFail.
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// todo: this should probably be handled better.
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ScoreProcessor.FailScore(Score.ScoreInfo);
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GameplayClockContainer.Stop();
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GameplayClockContainer.Stop();
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FailOverlay.Retries = RestartCount;
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FailOverlay.Retries = RestartCount;
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