2018-04-13 17:19:50 +08:00
|
|
|
|
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
|
|
|
|
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
|
|
|
|
|
|
|
|
|
using osu.Game.Rulesets.Replays;
|
|
|
|
|
using System.Collections.Generic;
|
|
|
|
|
using System.Linq;
|
|
|
|
|
using osu.Framework.Input;
|
|
|
|
|
|
|
|
|
|
namespace osu.Game.Rulesets.Taiko.Replays
|
|
|
|
|
{
|
|
|
|
|
internal class TaikoFramedReplayInputHandler : FramedReplayInputHandler<TaikoReplayFrame>
|
|
|
|
|
{
|
|
|
|
|
public TaikoFramedReplayInputHandler(Replay replay)
|
|
|
|
|
: base(replay)
|
|
|
|
|
{
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
protected override bool IsImportant(TaikoReplayFrame frame) => frame.Actions.Any();
|
|
|
|
|
|
|
|
|
|
public override List<InputState> GetPendingStates() => new List<InputState> { new ReplayState<TaikoAction> { PressedActions = CurrentFrame.Actions } };
|
|
|
|
|
}
|
|
|
|
|
}
|