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Merge pull request #2098 from tgi74/taiko_legacy_rep

Fix legacy Taiko replays having reversed inputs
This commit is contained in:
Dean Herbert 2018-02-26 14:28:48 +09:00 committed by GitHub
commit 035157c730
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2 changed files with 10 additions and 10 deletions

View File

@ -86,7 +86,7 @@ namespace osu.Game.Rulesets.Taiko.Replays
{
foreach (var tick in drumRoll.NestedHitObjects.OfType<DrumRollTick>())
{
Frames.Add(new TaikoReplayFrame(tick.StartTime, hitButton ? ReplayButtonState.Right1 : ReplayButtonState.Right2));
Frames.Add(new TaikoReplayFrame(tick.StartTime, hitButton ? ReplayButtonState.Left1 : ReplayButtonState.Left2));
hitButton = !hitButton;
}
}
@ -95,16 +95,16 @@ namespace osu.Game.Rulesets.Taiko.Replays
if (hit is CentreHit)
{
if (h.IsStrong)
button = ReplayButtonState.Right1 | ReplayButtonState.Right2;
button = ReplayButtonState.Left1 | ReplayButtonState.Left2;
else
button = hitButton ? ReplayButtonState.Right1 : ReplayButtonState.Right2;
button = hitButton ? ReplayButtonState.Left1 : ReplayButtonState.Left2;
}
else
{
if (h.IsStrong)
button = ReplayButtonState.Left1 | ReplayButtonState.Left2;
button = ReplayButtonState.Right1 | ReplayButtonState.Right2;
else
button = hitButton ? ReplayButtonState.Left1 : ReplayButtonState.Left2;
button = hitButton ? ReplayButtonState.Right1 : ReplayButtonState.Right2;
}
Frames.Add(new TaikoReplayFrame(h.StartTime, button));

View File

@ -19,13 +19,13 @@ namespace osu.Game.Rulesets.Taiko.Replays
var actions = new List<TaikoAction>();
if (CurrentFrame?.MouseRight1 == true)
actions.Add(TaikoAction.LeftCentre);
if (CurrentFrame?.MouseRight2 == true)
actions.Add(TaikoAction.RightCentre);
if (CurrentFrame?.MouseLeft1 == true)
actions.Add(TaikoAction.LeftRim);
if (CurrentFrame?.MouseLeft2 == true)
if (CurrentFrame?.MouseRight2 == true)
actions.Add(TaikoAction.RightRim);
if (CurrentFrame?.MouseLeft1 == true)
actions.Add(TaikoAction.LeftCentre);
if (CurrentFrame?.MouseLeft2 == true)
actions.Add(TaikoAction.RightCentre);
return new List<InputState> { new ReplayState<TaikoAction> { PressedActions = actions } };
}