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Fix gameplay limitations for adjusting offset not actually being applied
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a4174a3644
commit
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@ -322,6 +322,7 @@ namespace osu.Game.Screens.Play
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}
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dependencies.CacheAs(DrawableRuleset.FrameStableClock);
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dependencies.CacheAs<IGameplayClock>(DrawableRuleset.FrameStableClock);
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// add the overlay components as a separate step as they proxy some elements from the above underlay/gameplay components.
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// also give the overlays the ruleset skin provider to allow rulesets to potentially override HUD elements (used to disable combo counters etc.)
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@ -274,20 +274,36 @@ namespace osu.Game.Screens.Play.PlayerSettings
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beatmapOffsetSubscription?.Dispose();
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}
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protected override void Update()
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{
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base.Update();
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Current.Disabled = !allowOffsetAdjust;
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}
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private bool allowOffsetAdjust
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{
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get
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{
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// General limitations to ensure players don't do anything too weird.
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// These match stable for now.
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if (player is SubmittingPlayer)
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{
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Debug.Assert(gameplayClock != null);
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// TODO: the blocking conditions should probably display a message.
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if (!player.IsBreakTime.Value && gameplayClock.CurrentTime - gameplayClock.StartTime > 10000)
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return false;
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if (gameplayClock.IsPaused.Value)
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return false;
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}
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return true;
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}
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}
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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// General limitations to ensure players don't do anything too weird.
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// These match stable for now.
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if (player is SubmittingPlayer)
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{
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// TODO: the blocking conditions should probably display a message.
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if (player?.IsBreakTime.Value == false && gameplayClock?.CurrentTime - gameplayClock?.StartTime > 10000)
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return false;
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if (gameplayClock?.IsPaused.Value == true)
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return false;
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}
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// To match stable, this should adjust by 5 ms, or 1 ms when holding alt.
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// But that is hard to make work with global actions due to the operating mode.
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// Let's use the more precise as a default for now.
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@ -296,11 +312,13 @@ namespace osu.Game.Screens.Play.PlayerSettings
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switch (e.Action)
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{
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case GlobalAction.IncreaseOffset:
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Current.Value += amount;
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if (!Current.Disabled)
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Current.Value += amount;
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return true;
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case GlobalAction.DecreaseOffset:
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Current.Value -= amount;
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if (!Current.Disabled)
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Current.Value -= amount;
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return true;
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}
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