public void UserReleased(time_t timeStamp) { m_userHeld = false; if (m_ticks.Count > 0 && m_ticks[0].IsHold && m_lastPressedObject == m_ticks[0].AssociatedObject) { OnHoldReleased?.Invoke(timeStamp, m_ticks[0].AssociatedObject); } }
public void UserReleased(time_t position) { DespawnKeyBeam?.Invoke(Label); switch (m_state) { case JudgeState.Idle: case JudgeState.HoldOff: break; // do nothing when released case JudgeState.HoldOn: { OnHoldReleased?.Invoke(position, m_currentStateTick.Entity); m_state = JudgeState.HoldOff; IsBeingPlayed = false; } break; } }