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osu-lazer/osu.Game.Rulesets.Taiko/Objects/Swell.cs
Bartłomiej Dach 157cc884f4
Fix swells not being correctly treated in editor gameplay test
Closes https://github.com/ppy/osu/issues/28989.

Because swell ticks are judged manually by their parenting objects,
swell ticks were not given a start time (with the thinking that there
isn't really one *to* give). This tripped up the "judge past objects"
logic in `EditorPlayer`, since it would enumerate all objects
(regardless of nesting) that are prior to current time and mark them as
judged. With all swell ticks having the default start time of 0 they
would get judged more often than not, leading to behaviour weirdness.

To resolve, give swell ticks a *relatively* sane start time equal to
the start time of the swell itself.
2024-07-22 11:27:56 +02:00

47 lines
1.4 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Threading;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Judgements;
namespace osu.Game.Rulesets.Taiko.Objects
{
public class Swell : TaikoHitObject, IHasDuration
{
public double EndTime
{
get => StartTime + Duration;
set => Duration = value - StartTime;
}
public double Duration { get; set; }
/// <summary>
/// The number of hits required to complete the swell successfully.
/// </summary>
public int RequiredHits = 10;
protected override void CreateNestedHitObjects(CancellationToken cancellationToken)
{
base.CreateNestedHitObjects(cancellationToken);
for (int i = 0; i < RequiredHits; i++)
{
cancellationToken.ThrowIfCancellationRequested();
AddNested(new SwellTick
{
StartTime = StartTime,
Samples = Samples
});
}
}
public override Judgement CreateJudgement() => new TaikoSwellJudgement();
protected override HitWindows CreateHitWindows() => HitWindows.Empty;
}
}