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osu-lazer/osu.Game.Rulesets.Catch/Replays/CatchFramedReplayInputHandler.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
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using osu.Framework.Input.StateChanges;
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using osu.Framework.Utils;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Replays;
namespace osu.Game.Rulesets.Catch.Replays
{
public class CatchFramedReplayInputHandler : FramedReplayInputHandler<CatchReplayFrame>
{
public CatchFramedReplayInputHandler(Replay replay)
: base(replay)
{
}
protected override bool IsImportant(CatchReplayFrame frame) => frame.Actions.Any();
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protected float? Position
{
get
{
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var frame = CurrentFrame;
if (frame == null)
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return null;
Debug.Assert(CurrentTime != null);
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return NextFrame != null ? Interpolation.ValueAt(CurrentTime.Value, frame.Position, NextFrame.Position, frame.Time, NextFrame.Time) : frame.Position;
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}
}
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public override List<IInput> GetPendingInputs()
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{
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if (!Position.HasValue) return new List<IInput>();
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return new List<IInput>
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{
new CatchReplayState
{
PressedActions = CurrentFrame?.Actions ?? new List<CatchAction>(),
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CatcherX = Position.Value
},
};
}
public class CatchReplayState : ReplayState<CatchAction>
{
public float? CatcherX { get; set; }
}
}
}