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Rework special case for strong hits

This commit is contained in:
Craftplacer 2020-04-27 02:10:12 +02:00
parent dc6acf6ec9
commit d46643ec52

View File

@ -270,16 +270,12 @@ namespace osu.Game.Rulesets.Taiko.UI
if (characterDrawable.Drawable is DrawableTaikoMascot mascot)
{
var isFailing = result.Type == HitResult.Miss;
var miss = result.Type == HitResult.Miss;
// Only take combo in consideration when it's not a strong hit (it's always false)
if (!(judgedObject.HitObject is StrongHitObject))
{
if (isFailing)
isFailing = result.Judgement.AffectsCombo;
}
if (miss && judgedObject.HitObject is StrongHitObject)
miss = result.Judgement.AffectsCombo;
mascot.PlayfieldState.Value = isFailing ? TaikoMascotAnimationState.Fail : TaikoMascotAnimationState.Idle;
mascot.PlayfieldState.Value = miss ? TaikoMascotAnimationState.Fail : TaikoMascotAnimationState.Idle;
}
}