diff --git a/osu.Game.Rulesets.Osu.Tests/TestSceneLegacyHitPolicy.cs b/osu.Game.Rulesets.Osu.Tests/TestSceneLegacyHitPolicy.cs index c9aa44eb5a..615044b642 100644 --- a/osu.Game.Rulesets.Osu.Tests/TestSceneLegacyHitPolicy.cs +++ b/osu.Game.Rulesets.Osu.Tests/TestSceneLegacyHitPolicy.cs @@ -549,6 +549,8 @@ public void TestInputDoesNotFallThroughOverlappingSliders() addJudgementOffsetAssert("first slider head", () => ((Slider)hitObjects[0]).HeadCircle, 0); addJudgementAssert(hitObjects[1], HitResult.Miss); // the slider head of the first slider prevents the second slider's head from being hit, so the judgement offset should be very late. + // this is not strictly done by the hit policy implementation itself (see `OsuModClassic.blockInputToUnderlyingObjects()`), + // but we're testing this here anyways to just keep everything related to input handling and note lock in one place. addJudgementOffsetAssert("second slider head", () => ((Slider)hitObjects[1]).HeadCircle, referenceHitWindows.WindowFor(HitResult.Meh)); addClickActionAssert(0, ClickAction.Hit); } diff --git a/osu.Game.Rulesets.Osu/Mods/OsuModClassic.cs b/osu.Game.Rulesets.Osu/Mods/OsuModClassic.cs index 5dbf23f7ea..1d95f833b0 100644 --- a/osu.Game.Rulesets.Osu/Mods/OsuModClassic.cs +++ b/osu.Game.Rulesets.Osu/Mods/OsuModClassic.cs @@ -74,6 +74,10 @@ public void ApplyToDrawableHitObject(DrawableHitObject obj) head.TrackFollowCircle = !NoSliderHeadMovement.Value; if (FadeHitCircleEarly.Value && !usingHiddenFading) applyEarlyFading(head); + + if (ClassicNoteLock.Value) + blockInputToUnderlyingObjects(head); + break; case DrawableSliderTail tail: @@ -83,10 +87,29 @@ public void ApplyToDrawableHitObject(DrawableHitObject obj) case DrawableHitCircle circle: if (FadeHitCircleEarly.Value && !usingHiddenFading) applyEarlyFading(circle); + + if (ClassicNoteLock.Value) + blockInputToUnderlyingObjects(circle); + break; } } + /// + /// On stable, hitcircles that have already been hit block input from reaching objects that may be underneath them. + /// The purpose of this method is to restore that behaviour. + /// In order to avoid introducing yet another confusing config option, this behaviour is roped into the general notion of "note lock". + /// + private static void blockInputToUnderlyingObjects(DrawableHitCircle circle) + { + var oldHitAction = circle.HitArea.Hit; + circle.HitArea.Hit = () => + { + oldHitAction?.Invoke(); + return true; + }; + } + private void applyEarlyFading(DrawableHitCircle circle) { circle.ApplyCustomUpdateState += (dho, state) => diff --git a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableHitCircle.cs b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableHitCircle.cs index 932f6d3fff..6beed0294d 100644 --- a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableHitCircle.cs +++ b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableHitCircle.cs @@ -261,7 +261,7 @@ public bool OnPressed(KeyBindingPressEvent e) case OsuAction.RightButton: if (IsHovered && (Hit?.Invoke() ?? false)) { - HitAction = e.Action; + HitAction ??= e.Action; return true; }