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Fix mania replays not defining important frames
Resolves https://github.com/ppy/osu/issues/1495 .
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@ -30,7 +30,7 @@ namespace osu.Game.Rulesets.Mania.Replays
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public override Replay Generate()
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{
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// Todo: Realistically this shouldn't be needed, but the first frame is skipped with the way replays are currently handled
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Replay.Frames.Add(new ReplayFrame(-100000, null, null, ReplayButtonState.None));
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Replay.Frames.Add(new ManiaReplayFrame(-100000, null, null, ReplayButtonState.None));
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double[] holdEndTimes = new double[availableColumns];
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for (int i = 0; i < availableColumns; i++)
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@ -60,7 +60,7 @@ namespace osu.Game.Rulesets.Mania.Replays
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activeColumns |= 1 << obj.Column;
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}
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Replay.Frames.Add(new ReplayFrame(groupTime, activeColumns, null, ReplayButtonState.None));
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Replay.Frames.Add(new ManiaReplayFrame(groupTime, activeColumns, null, ReplayButtonState.None));
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// Add the release frames. We can't do this with the loop above because we need activeColumns to be fully populated
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foreach (var obj in objGroup.GroupBy(h => (h as IHasEndTime)?.EndTime ?? h.StartTime + release_delay).OrderBy(h => h.Key))
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@ -74,14 +74,15 @@ namespace osu.Game.Rulesets.Mania.Replays
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activeColumnsAtEnd |= 1 << i;
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}
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Replay.Frames.Add(new ReplayFrame(groupEndTime, activeColumnsAtEnd, 0, ReplayButtonState.None));
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Replay.Frames.Add(new ManiaReplayFrame(groupEndTime, activeColumnsAtEnd, 0, ReplayButtonState.None));
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}
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}
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Replay.Frames = Replay.Frames
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// Pick the maximum activeColumns for all frames at the same time
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.GroupBy(f => f.Time)
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.Select(g => new ReplayFrame(g.First().Time, maxMouseX(g), 0, ReplayButtonState.None))
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.Select(g => new ManiaReplayFrame(g.First().Time, maxMouseX(g), 0, ReplayButtonState.None))
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.Cast<ReplayFrame>()
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// The addition of release frames above maybe result in unordered frames, but we need them ordered
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.OrderBy(f => f.Time)
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.ToList();
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17
osu.Game.Rulesets.Mania/Replays/ManiaReplayFrame.cs
Normal file
17
osu.Game.Rulesets.Mania/Replays/ManiaReplayFrame.cs
Normal file
@ -0,0 +1,17 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Rulesets.Replays;
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namespace osu.Game.Rulesets.Mania.Replays
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{
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public class ManiaReplayFrame : ReplayFrame
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{
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public override bool IsImportant => MouseX > 0;
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public ManiaReplayFrame(double time, float? mouseX, float? mouseY, ReplayButtonState buttonState)
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: base(time, mouseX, mouseY, buttonState)
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{
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}
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}
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}
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@ -72,6 +72,7 @@
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<Compile Include="Objects\Types\IHasColumn.cs" />
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<Compile Include="Replays\ManiaAutoGenerator.cs" />
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<Compile Include="Replays\ManiaFramedReplayInputHandler.cs" />
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<Compile Include="Replays\ManiaReplayFrame.cs" />
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<Compile Include="Scoring\ManiaScoreProcessor.cs" />
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<Compile Include="Objects\BarLine.cs" />
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<Compile Include="Objects\HoldNote.cs" />
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@ -9,7 +9,7 @@ namespace osu.Game.Rulesets.Replays
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{
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public Vector2 Position => new Vector2(MouseX ?? 0, MouseY ?? 0);
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public bool IsImportant => MouseX.HasValue && MouseY.HasValue && (MouseLeft || MouseRight);
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public virtual bool IsImportant => MouseX.HasValue && MouseY.HasValue && (MouseLeft || MouseRight);
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public float? MouseX;
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public float? MouseY;
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@ -68,4 +68,4 @@ namespace osu.Game.Rulesets.Replays
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return $"{Time}\t({MouseX},{MouseY})\t{MouseLeft}\t{MouseRight}\t{MouseLeft1}\t{MouseRight1}\t{MouseLeft2}\t{MouseRight2}\t{ButtonState}";
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}
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}
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}
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}
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