Use seeded RNG for catch explosion animation

The animation is always the same when a replay is rewound or a beatmap is played multiple times.
This commit is contained in:
ekrctb
2021-06-04 19:54:46 +09:00
parent 5512231bf4
commit 8e20f90ed5
3 changed files with 9 additions and 6 deletions

View File

@ -506,7 +506,7 @@ namespace osu.Game.Rulesets.Catch.UI
}
private void addLighting(CatchHitObject hitObject, float x, Color4 colour) =>
hitExplosionContainer.Add(new HitExplosionEntry(Time.Current, x, hitObject.Scale, colour));
hitExplosionContainer.Add(new HitExplosionEntry(Time.Current, x, hitObject.Scale, colour, hitObject.RandomSeed));
private CaughtObject getCaughtObject(PalpableCatchHitObject source)
{