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efe6bb25b1
Co-authored-by: Dean Herbert <pe@ppy.sh>
34 lines
1.4 KiB
C#
34 lines
1.4 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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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Taiko.Judgements;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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/// <summary>
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/// Used as a nested hitobject to provide <see cref="TaikoStrongJudgement"/>s for <see cref="DrawableTaikoStrongableHitObject{TObject,TStrongNestedObject}"/>s.
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/// </summary>
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public abstract partial class DrawableStrongNestedHit : DrawableTaikoHitObject
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{
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public new DrawableTaikoHitObject? ParentHitObject => base.ParentHitObject as DrawableTaikoHitObject;
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protected DrawableStrongNestedHit(StrongNestedHitObject? nestedHit)
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: base(nestedHit)
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{
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}
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public override void OnKilled()
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{
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base.OnKilled();
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// usually, the strong nested hit isn't judged itself, it is judged by its parent object.
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// however, in rare cases (see: drum rolls, hits with hidden active),
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// it can happen that the hit window of the nested strong hit extends past the lifetime of the parent object.
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// this is a safety to prevent such cases from causing the nested hit to never be judged and as such prevent gameplay from completing.
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if (!Judged && Time.Current > ParentHitObject?.HitObject.GetEndTime())
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ApplyMinResult();
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}
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}
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}
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