mirror of https://github.com/ppy/osu
34 lines
1.4 KiB
C#
34 lines
1.4 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.
|
|
|
|
using osu.Game.Rulesets.Objects;
|
|
using osu.Game.Rulesets.Taiko.Judgements;
|
|
|
|
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
|
{
|
|
/// <summary>
|
|
/// Used as a nested hitobject to provide <see cref="TaikoStrongJudgement"/>s for <see cref="DrawableTaikoStrongableHitObject{TObject,TStrongNestedObject}"/>s.
|
|
/// </summary>
|
|
public abstract partial class DrawableStrongNestedHit : DrawableTaikoHitObject
|
|
{
|
|
public new DrawableTaikoHitObject? ParentHitObject => base.ParentHitObject as DrawableTaikoHitObject;
|
|
|
|
protected DrawableStrongNestedHit(StrongNestedHitObject? nestedHit)
|
|
: base(nestedHit)
|
|
{
|
|
}
|
|
|
|
public override void OnKilled()
|
|
{
|
|
base.OnKilled();
|
|
|
|
// usually, the strong nested hit isn't judged itself, it is judged by its parent object.
|
|
// however, in rare cases (see: drum rolls, hits with hidden active),
|
|
// it can happen that the hit window of the nested strong hit extends past the lifetime of the parent object.
|
|
// this is a safety to prevent such cases from causing the nested hit to never be judged and as such prevent gameplay from completing.
|
|
if (!Judged && Time.Current > ParentHitObject?.HitObject.GetEndTime())
|
|
ApplyMinResult();
|
|
}
|
|
}
|
|
}
|