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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"
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commit
f8405f8fa6
@ -506,6 +506,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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}
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[Test]
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[Ignore("Currently broken, first attempt at fixing broke even harder. See https://github.com/ppy/osu/issues/24743.")]
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public void TestInputDoesNotFallThroughOverlappingSliders()
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{
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const double time_first_slider = 1000;
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@ -549,12 +550,58 @@ namespace osu.Game.Rulesets.Osu.Tests
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addJudgementOffsetAssert("first slider head", () => ((Slider)hitObjects[0]).HeadCircle, 0);
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addJudgementAssert(hitObjects[1], HitResult.Miss);
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// the slider head of the first slider prevents the second slider's head from being hit, so the judgement offset should be very late.
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// this is not strictly done by the hit policy implementation itself (see `OsuModClassic.blockInputToUnderlyingObjects()`),
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// but we're testing this here anyways to just keep everything related to input handling and note lock in one place.
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addJudgementOffsetAssert("second slider head", () => ((Slider)hitObjects[1]).HeadCircle, referenceHitWindows.WindowFor(HitResult.Meh));
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addClickActionAssert(0, ClickAction.Hit);
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}
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[Test]
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public void TestOverlappingObjectsDontBlockEachOtherWhenFullyFadedOut()
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{
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const double time_first_circle = 1000;
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const double time_second_circle = 1200;
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const double time_third_circle = 1400;
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Vector2 positionFirstCircle = new Vector2(100);
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Vector2 positionSecondCircle = new Vector2(200);
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var hitObjects = new List<OsuHitObject>
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{
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new HitCircle
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{
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StartTime = time_first_circle,
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Position = positionFirstCircle,
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},
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new HitCircle
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{
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StartTime = time_second_circle,
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Position = positionSecondCircle,
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},
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new HitCircle
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{
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StartTime = time_third_circle,
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Position = positionFirstCircle,
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},
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};
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performTest(hitObjects, new List<ReplayFrame>
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{
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new OsuReplayFrame { Time = time_first_circle, Position = positionFirstCircle, Actions = { OsuAction.LeftButton } },
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new OsuReplayFrame { Time = time_first_circle + 50, Position = positionFirstCircle },
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new OsuReplayFrame { Time = time_second_circle, Position = positionSecondCircle, Actions = { OsuAction.LeftButton } },
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new OsuReplayFrame { Time = time_second_circle + 50, Position = positionSecondCircle },
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new OsuReplayFrame { Time = time_third_circle, Position = positionFirstCircle, Actions = { OsuAction.LeftButton } },
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new OsuReplayFrame { Time = time_third_circle + 50, Position = positionFirstCircle },
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});
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addJudgementAssert(hitObjects[0], HitResult.Great);
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addJudgementOffsetAssert(hitObjects[0], 0);
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addJudgementAssert(hitObjects[1], HitResult.Great);
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addJudgementOffsetAssert(hitObjects[1], 0);
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addJudgementAssert(hitObjects[2], HitResult.Great);
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addJudgementOffsetAssert(hitObjects[2], 0);
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}
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private void addJudgementAssert(OsuHitObject hitObject, HitResult result)
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{
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AddAssert($"({hitObject.GetType().ReadableName()} @ {hitObject.StartTime}) judgement is {result}",
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@ -74,10 +74,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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head.TrackFollowCircle = !NoSliderHeadMovement.Value;
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if (FadeHitCircleEarly.Value && !usingHiddenFading)
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applyEarlyFading(head);
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if (ClassicNoteLock.Value)
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blockInputToUnderlyingObjects(head);
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break;
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case DrawableSliderTail tail:
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@ -87,29 +83,10 @@ namespace osu.Game.Rulesets.Osu.Mods
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case DrawableHitCircle circle:
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if (FadeHitCircleEarly.Value && !usingHiddenFading)
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applyEarlyFading(circle);
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if (ClassicNoteLock.Value)
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blockInputToUnderlyingObjects(circle);
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break;
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}
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}
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/// <summary>
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/// On stable, hitcircles that have already been hit block input from reaching objects that may be underneath them.
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/// The purpose of this method is to restore that behaviour.
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/// In order to avoid introducing yet another confusing config option, this behaviour is roped into the general notion of "note lock".
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/// </summary>
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private static void blockInputToUnderlyingObjects(DrawableHitCircle circle)
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{
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var oldHitAction = circle.HitArea.Hit;
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circle.HitArea.Hit = () =>
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{
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oldHitAction?.Invoke();
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return true;
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};
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}
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private void applyEarlyFading(DrawableHitCircle circle)
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{
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circle.ApplyCustomUpdateState += (dho, state) =>
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@ -261,7 +261,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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case OsuAction.RightButton:
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if (IsHovered && (Hit?.Invoke() ?? false))
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{
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HitAction ??= e.Action;
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HitAction = e.Action;
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return true;
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}
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