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Why is this a thing at all? How has it survived this long? I don't know. As far as I can tell this only manifests on selected beatmaps with "slow swells" that spend the entire beatmap moving in the background. On other beatmaps the tick is faded out, probably due to the initial transform application that normally "works" but fails hard on these slow swells. Can be seen on https://osu.ppy.sh/beatmapsets/1432454#taiko/2948222.
45 lines
1.1 KiB
C#
45 lines
1.1 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using JetBrains.Annotations;
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using osu.Framework.Input.Events;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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public partial class DrawableSwellTick : DrawableTaikoHitObject<SwellTick>
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{
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public override bool DisplayResult => false;
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public DrawableSwellTick()
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: this(null)
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{
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}
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public DrawableSwellTick([CanBeNull] SwellTick hitObject)
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: base(hitObject)
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{
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}
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public void TriggerResult(bool hit)
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{
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HitObject.StartTime = Time.Current;
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if (hit)
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ApplyMaxResult();
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else
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ApplyMinResult();
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}
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
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}
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public override bool OnPressed(KeyBindingPressEvent<TaikoAction> e) => false;
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protected override SkinnableDrawable CreateMainPiece() => null;
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}
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}
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