allow modfailcondition to arbitrarily trigger fail

This commit is contained in:
Gabe Livengood
2022-06-08 14:02:15 -04:00
parent 187086e4ec
commit dc75d55f72
2 changed files with 29 additions and 4 deletions

View File

@ -19,12 +19,31 @@ namespace osu.Game.Rulesets.Mods
public virtual bool PerformFail() => true;
public virtual bool RestartOnFail => Restart.Value;
private HealthProcessor healthProcessorInternal;
public void ApplyToHealthProcessor(HealthProcessor healthProcessor)
{
healthProcessorInternal = healthProcessor;
healthProcessor.FailConditions += FailCondition;
}
/// <summary>
/// Immediately triggers a failure on the loaded <see cref="HealthProcessor"/>.
/// </summary>
protected void TriggerArbitraryFailure() => healthProcessorInternal.TriggerFailure();
/// <summary>
/// Determines whether <paramref name="result"/> should trigger a failure. Called every time a
/// judgement is applied to <paramref name="healthProcessor"/>.
/// </summary>
/// <param name="healthProcessor">The loaded <see cref="HealthProcessor"/>.</param>
/// <param name="result">The latest <see cref="JudgementResult"/>.</param>
/// <returns>Whether the fail condition has been met.</returns>
/// <remarks>
/// This method should only be used to trigger failures based on <paramref name="result"/>.
/// Using outside values to evaluate failure may introduce event ordering discrepancies, use
/// an <see cref="IApplicableMod"/> with <see cref="TriggerArbitraryFailure"/> instead.
/// </remarks>
protected abstract bool FailCondition(HealthProcessor healthProcessor, JudgementResult result);
}
}