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osu-lazer/osu.Game.Rulesets.Mania/Objects/Drawables/DrawableHoldNoteHead.cs
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Dan Balasescu d4a4acd3f4 Fix mania hold notes dimming unexpectedly (#37008)
Fixes https://github.com/ppy/osu/issues/29223

This fixes several issues around hold note dimming.

Notice in the following video:
- The tail piece of the first note not getting dimmed.
- The body of the second note not responding to dimming at all.


https://github.com/user-attachments/assets/8e51053d-8d88-4e48-909b-79218d65917b

Then, notice in the following video:
- The body piece of the second note is dimmed from the very beginning.


https://github.com/user-attachments/assets/a514c630-5c72-4ba5-96d5-472bae1058b3

This requires a specific setup whereby the hold note and its components
must be reused from the pool. In particular:
1. The hold note must be long. So long that by the time the tail becomes
on screen, the body will already have dimmed.
2. The hold note must be re-used from the pool. We can induce this by
setting the pool sizes to 1 in
[`Column.cs`](https://github.com/ppy/osu/blob/780ce2666099c22d1e0673cafab544418b5d14b0/osu.Game.Rulesets.Mania/UI/Column.cs#L121-L123).
3. The second hold note should be placed far enough in the timeline that
the first hold note dies by the time it becomes visible.
  4. Scroll speed should be adjusted to fit the above constraints.

I haven't done a full deep dive into exactly _why_ this is happening, so
the fix here is hand-wavy. That said, just by looking at the old code in
`LegacyBodyPiece` you'll get a feeling that something's bound to go
wrong;
- It never resets the `missingFadeTime` state.
- It never resets the colours back to `Color4.White`.
- It applies transforms onto external components.
- It jumps through hoops to figure out how to set `missingFadeTime`.

My hope is that these changes first bring some sanity in the process,
and if it breaks again I'll consider doing a more proper root cause
(I've had this issue in the back of my mind for about 1 year).

With this PR, they now behave as expected:


https://github.com/user-attachments/assets/140b37c5-cf84-44ba-b797-86ac6d8130c8


https://github.com/user-attachments/assets/6f2342a4-6a9a-4941-a55a-24a357f27c25
2026-03-23 08:33:23 +01:00

74 lines
2.5 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.
#nullable disable
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Input.Events;
using osu.Game.Rulesets.Objects.Drawables;
namespace osu.Game.Rulesets.Mania.Objects.Drawables
{
/// <summary>
/// The head of a <see cref="DrawableHoldNote"/>.
/// </summary>
public partial class DrawableHoldNoteHead : DrawableNote
{
/// <summary>
/// The time at which the user starting missing the hold note.
/// This could be the time at which they missed the head, broke on the body, or missed the tail.
/// </summary>
public readonly IBindable<double?> MissingStartTime = new Bindable<double?>();
protected override ManiaSkinComponents Component => ManiaSkinComponents.HoldNoteHead;
public DrawableHoldNoteHead()
: this(null)
{
}
public DrawableHoldNoteHead(HeadNote headNote)
: base(headNote)
{
Anchor = Anchor.TopCentre;
Origin = Anchor.TopCentre;
}
protected override void OnApply()
{
base.OnApply();
if (ParentHitObject is DrawableHoldNote parentHold)
MissingStartTime.BindTo(parentHold.MissingStartTime);
}
protected override void OnFree()
{
base.OnFree();
if (ParentHitObject is DrawableHoldNote parentHold)
MissingStartTime.UnbindFrom(parentHold.MissingStartTime);
}
public bool UpdateResult() => base.UpdateResult(true);
protected override void UpdateHitStateTransforms(ArmedState state)
{
// suppress the base call explicitly.
// the hold note head should never change its visual state on its own due to the "freezing" mechanic
// (when hit, it remains visible in place at the judgement line; when dropped, it will scroll past the line).
// it will be hidden along with its parenting hold note when required.
// Set `LifetimeEnd` explicitly to a non-`double.MaxValue` because otherwise this DHO is automatically expired.
LifetimeEnd = double.PositiveInfinity;
}
public override bool OnPressed(KeyBindingPressEvent<ManiaAction> e) => false; // Handled by the hold note
public override void OnReleased(KeyBindingReleaseEvent<ManiaAction> e)
{
}
}
}