// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Taiko.Judgements; namespace osu.Game.Rulesets.Taiko.Objects.Drawables { /// /// Used as a nested hitobject to provide s for s. /// public abstract partial class DrawableStrongNestedHit : DrawableTaikoHitObject { public new DrawableTaikoHitObject? ParentHitObject => base.ParentHitObject as DrawableTaikoHitObject; protected DrawableStrongNestedHit(StrongNestedHitObject? nestedHit) : base(nestedHit) { } public override void OnKilled() { base.OnKilled(); // usually, the strong nested hit isn't judged itself, it is judged by its parent object. // however, in rare cases (see: drum rolls, hits with hidden active), // it can happen that the hit window of the nested strong hit extends past the lifetime of the parent object. // this is a safety to prevent such cases from causing the nested hit to never be judged and as such prevent gameplay from completing. if (!Judged && Time.Current > ParentHitObject?.HitObject.GetEndTime()) ApplyMinResult(); } } }