mirror of
https://github.com/ppy/osu
synced 2025-03-05 19:11:52 +00:00
Merge pull request #14822 from smoogipoo/fix-kiai-spawner-current-time
Fix cursor particles not spawned during kiai
This commit is contained in:
commit
5bcdd06b07
@ -98,6 +98,7 @@ namespace osu.Game.Rulesets.Osu.Tests
|
||||
{
|
||||
var controlPointInfo = new ControlPointInfo();
|
||||
controlPointInfo.Add(0, new EffectControlPoint { KiaiMode = true });
|
||||
controlPointInfo.Add(5000, new EffectControlPoint { KiaiMode = false });
|
||||
|
||||
return new Beatmap
|
||||
{
|
||||
|
@ -39,9 +39,6 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
|
||||
[Resolved(canBeNull: true)]
|
||||
private GameplayBeatmap gameplayBeatmap { get; set; }
|
||||
|
||||
[Resolved(canBeNull: true)]
|
||||
private GameplayClock gameplayClock { get; set; }
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(ISkinSource skin, OsuColour colours)
|
||||
{
|
||||
@ -83,7 +80,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
|
||||
DrawableHitObject kiaiHitObject = null;
|
||||
|
||||
// Check whether currently in a kiai section first. This is only done as an optimisation to avoid enumerating AliveObjects when not necessary.
|
||||
if (gameplayBeatmap.ControlPointInfo.EffectPointAt(gameplayBeatmap.Time.Current).KiaiMode)
|
||||
if (gameplayBeatmap.ControlPointInfo.EffectPointAt(Time.Current).KiaiMode)
|
||||
kiaiHitObject = playfield.HitObjectContainer.AliveObjects.FirstOrDefault(isTracking);
|
||||
|
||||
kiaiSpewer.Active.Value = kiaiHitObject != null;
|
||||
|
Loading…
Reference in New Issue
Block a user