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It's not a timed object, so following precedent, it should have empty hitwindows. This is not actually just aesthetics; several components check whether a hitobject has empty hitwindows to determine whether to include it on various HUD displays and results screen components where timed objects are explicitly involved.
22 lines
871 B
C#
22 lines
871 B
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.Judgements;
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using osu.Game.Rulesets.Mania.Judgements;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Mania.Objects
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{
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/// <summary>
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/// The body of a <see cref="HoldNote"/>.
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/// Mostly a dummy hitobject that provides the judgement for the "holding" state.<br />
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/// On hit - the hold note was held correctly for the full duration.<br />
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/// On miss - the hold note was released at some point during its judgement period.
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/// </summary>
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public class HoldNoteBody : ManiaHitObject
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{
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public override Judgement CreateJudgement() => new HoldNoteBodyJudgement();
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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}
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}
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