1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-11 14:17:26 +08:00

Merge pull request #24745 from bdach/am-i-fired-yet

Revert "Block input to objects lying under already-hit hitcircles when classic note lock is active"
This commit is contained in:
Dean Herbert 2023-09-08 17:41:28 +09:00 committed by GitHub
commit f8405f8fa6
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 50 additions and 26 deletions

View File

@ -506,6 +506,7 @@ namespace osu.Game.Rulesets.Osu.Tests
}
[Test]
[Ignore("Currently broken, first attempt at fixing broke even harder. See https://github.com/ppy/osu/issues/24743.")]
public void TestInputDoesNotFallThroughOverlappingSliders()
{
const double time_first_slider = 1000;
@ -549,12 +550,58 @@ namespace osu.Game.Rulesets.Osu.Tests
addJudgementOffsetAssert("first slider head", () => ((Slider)hitObjects[0]).HeadCircle, 0);
addJudgementAssert(hitObjects[1], HitResult.Miss);
// the slider head of the first slider prevents the second slider's head from being hit, so the judgement offset should be very late.
// this is not strictly done by the hit policy implementation itself (see `OsuModClassic.blockInputToUnderlyingObjects()`),
// but we're testing this here anyways to just keep everything related to input handling and note lock in one place.
addJudgementOffsetAssert("second slider head", () => ((Slider)hitObjects[1]).HeadCircle, referenceHitWindows.WindowFor(HitResult.Meh));
addClickActionAssert(0, ClickAction.Hit);
}
[Test]
public void TestOverlappingObjectsDontBlockEachOtherWhenFullyFadedOut()
{
const double time_first_circle = 1000;
const double time_second_circle = 1200;
const double time_third_circle = 1400;
Vector2 positionFirstCircle = new Vector2(100);
Vector2 positionSecondCircle = new Vector2(200);
var hitObjects = new List<OsuHitObject>
{
new HitCircle
{
StartTime = time_first_circle,
Position = positionFirstCircle,
},
new HitCircle
{
StartTime = time_second_circle,
Position = positionSecondCircle,
},
new HitCircle
{
StartTime = time_third_circle,
Position = positionFirstCircle,
},
};
performTest(hitObjects, new List<ReplayFrame>
{
new OsuReplayFrame { Time = time_first_circle, Position = positionFirstCircle, Actions = { OsuAction.LeftButton } },
new OsuReplayFrame { Time = time_first_circle + 50, Position = positionFirstCircle },
new OsuReplayFrame { Time = time_second_circle, Position = positionSecondCircle, Actions = { OsuAction.LeftButton } },
new OsuReplayFrame { Time = time_second_circle + 50, Position = positionSecondCircle },
new OsuReplayFrame { Time = time_third_circle, Position = positionFirstCircle, Actions = { OsuAction.LeftButton } },
new OsuReplayFrame { Time = time_third_circle + 50, Position = positionFirstCircle },
});
addJudgementAssert(hitObjects[0], HitResult.Great);
addJudgementOffsetAssert(hitObjects[0], 0);
addJudgementAssert(hitObjects[1], HitResult.Great);
addJudgementOffsetAssert(hitObjects[1], 0);
addJudgementAssert(hitObjects[2], HitResult.Great);
addJudgementOffsetAssert(hitObjects[2], 0);
}
private void addJudgementAssert(OsuHitObject hitObject, HitResult result)
{
AddAssert($"({hitObject.GetType().ReadableName()} @ {hitObject.StartTime}) judgement is {result}",

View File

@ -74,10 +74,6 @@ namespace osu.Game.Rulesets.Osu.Mods
head.TrackFollowCircle = !NoSliderHeadMovement.Value;
if (FadeHitCircleEarly.Value && !usingHiddenFading)
applyEarlyFading(head);
if (ClassicNoteLock.Value)
blockInputToUnderlyingObjects(head);
break;
case DrawableSliderTail tail:
@ -87,29 +83,10 @@ namespace osu.Game.Rulesets.Osu.Mods
case DrawableHitCircle circle:
if (FadeHitCircleEarly.Value && !usingHiddenFading)
applyEarlyFading(circle);
if (ClassicNoteLock.Value)
blockInputToUnderlyingObjects(circle);
break;
}
}
/// <summary>
/// On stable, hitcircles that have already been hit block input from reaching objects that may be underneath them.
/// The purpose of this method is to restore that behaviour.
/// In order to avoid introducing yet another confusing config option, this behaviour is roped into the general notion of "note lock".
/// </summary>
private static void blockInputToUnderlyingObjects(DrawableHitCircle circle)
{
var oldHitAction = circle.HitArea.Hit;
circle.HitArea.Hit = () =>
{
oldHitAction?.Invoke();
return true;
};
}
private void applyEarlyFading(DrawableHitCircle circle)
{
circle.ApplyCustomUpdateState += (dho, state) =>

View File

@ -261,7 +261,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
case OsuAction.RightButton:
if (IsHovered && (Hit?.Invoke() ?? false))
{
HitAction ??= e.Action;
HitAction = e.Action;
return true;
}