mirror of https://github.com/ppy/osu
Fix fix logic causing further regression on release
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b5de109cb3
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@ -242,17 +242,20 @@ protected override void Update()
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bodyPiece.Y = (Direction.Value == ScrollingDirection.Up ? 1 : -1) * Head.Height / 2;
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bodyPiece.Height = DrawHeight - Head.Height / 2 + Tail.Height / 2;
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// As the note is being held, adjust the size of the sizing container. This has two effects:
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// 1. The contained masking container will mask the body and ticks.
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// 2. The head note will move along with the new "head position" in the container.
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//
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// As per stable, this should not apply for early hits, waiting until the object starts to touch the
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// judgement area first.
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if (Head.IsHit && releaseTime == null && DrawHeight > 0 && Time.Current >= HitObject.StartTime)
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if (Time.Current >= HitObject.StartTime)
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{
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// How far past the hit target this hold note is.
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float yOffset = Direction.Value == ScrollingDirection.Up ? -Y : Y;
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sizingContainer.Height = 1 - yOffset / DrawHeight;
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// As the note is being held, adjust the size of the sizing container. This has two effects:
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// 1. The contained masking container will mask the body and ticks.
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// 2. The head note will move along with the new "head position" in the container.
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//
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// As per stable, this should not apply for early hits, waiting until the object starts to touch the
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// judgement area first.
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if (Head.IsHit && releaseTime == null && DrawHeight > 0)
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{
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// How far past the hit target this hold note is.
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float yOffset = Direction.Value == ScrollingDirection.Up ? -Y : Y;
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sizingContainer.Height = 1 - yOffset / DrawHeight;
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}
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}
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else
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sizingContainer.Height = 1;
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