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osu-lazer/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableStrongNestedHit.cs
Bartłomiej Dach efe6bb25b1
Refactor result application around again to remove requirement for fields
Co-authored-by: Dean Herbert <pe@ppy.sh>
2024-02-05 13:21:01 +01:00

34 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 osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Taiko.Judgements;
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
/// <summary>
/// Used as a nested hitobject to provide <see cref="TaikoStrongJudgement"/>s for <see cref="DrawableTaikoStrongableHitObject{TObject,TStrongNestedObject}"/>s.
/// </summary>
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();
}
}
}