diff --git a/osu.Game.Rulesets.Sentakki/Objects/Drawables/DrawableTouch.cs b/osu.Game.Rulesets.Sentakki/Objects/Drawables/DrawableTouch.cs index 14c7a4add..d2b5edaa2 100644 --- a/osu.Game.Rulesets.Sentakki/Objects/Drawables/DrawableTouch.cs +++ b/osu.Game.Rulesets.Sentakki/Objects/Drawables/DrawableTouch.cs @@ -43,7 +43,7 @@ private void load() if (DrawableSentakkiRuleset is not null) AnimationDuration.BindTo(DrawableSentakkiRuleset?.AdjustedTouchAnimDuration); - Size = new Vector2(100); + Size = new Vector2(130); Origin = Anchor.Centre; Anchor = Anchor.Centre; AddRangeInternal(new Drawable[] diff --git a/osu.Game.Rulesets.Sentakki/Objects/Drawables/Pieces/TouchHolds/TouchHoldBody.cs b/osu.Game.Rulesets.Sentakki/Objects/Drawables/Pieces/TouchHolds/TouchHoldBody.cs index 79d313c87..ec423dd8e 100644 --- a/osu.Game.Rulesets.Sentakki/Objects/Drawables/Pieces/TouchHolds/TouchHoldBody.cs +++ b/osu.Game.Rulesets.Sentakki/Objects/Drawables/Pieces/TouchHolds/TouchHoldBody.cs @@ -13,7 +13,7 @@ public partial class TouchHoldBody : CircularContainer public readonly TouchHoldProgressPiece ProgressPiece; private readonly TouchHoldCentrePiece centrePiece; - public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => centrePiece.ReceivePositionalInputAt(screenSpacePos); + public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => ProgressPiece.ReceivePositionalInputAt(screenSpacePos); public TouchHoldBody() { diff --git a/osu.Game.Rulesets.Sentakki/UI/TouchPlayfield.cs b/osu.Game.Rulesets.Sentakki/UI/TouchPlayfield.cs index a7976b44b..8349b4b60 100644 --- a/osu.Game.Rulesets.Sentakki/UI/TouchPlayfield.cs +++ b/osu.Game.Rulesets.Sentakki/UI/TouchPlayfield.cs @@ -73,8 +73,6 @@ protected override void Update() private void handlePointInput(int pointID, bool hasAction, Vector2? pointerPosition) { - bool continueEventPropogation = true; - foreach (DrawableTouch touch in aliveTouchNotes) { if (hasAction && touch.ReceivePositionalInputAt(pointerPosition!.Value)) @@ -82,8 +80,7 @@ private void handlePointInput(int pointID, bool hasAction, Vector2? pointerPosit if (!touch.PointInteractionState[pointID]) { touch.PointInteractionState[pointID] = true; - if (continueEventPropogation) - continueEventPropogation = !touch.OnNewPointInteraction(); + touch.OnNewPointInteraction(); } } else