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generate score and autoplay on toggle only
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@ -1,7 +1,6 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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@ -11,6 +10,7 @@ using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Input.Bindings;
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using osu.Game.Overlays;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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@ -175,6 +175,7 @@ namespace osu.Game.Screens.Edit.GameplayTest
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}
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private double previousAutoTime;
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private List<ReplayFrame> allAutoFrames = new List<ReplayFrame>();
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private void toggleAutoplay()
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{
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@ -188,6 +189,7 @@ namespace osu.Game.Screens.Edit.GameplayTest
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previousAutoTime = GameplayClockContainer.CurrentTime;
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var score = autoplay.CreateScoreFromReplayData(GameplayState.Beatmap, new[] { autoplay });
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allAutoFrames = score.Replay.Frames;
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DrawableRuleset.SetReplayScore(score);
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@ -209,17 +211,10 @@ namespace osu.Game.Screens.Edit.GameplayTest
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// compare currentTime with previousTime
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if (GameplayClockContainer.CurrentTime < previousAutoTime)
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{
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// here i am stuck on where to retrieve score, so i am just going to create it to see if it works and change it later when i figure it out
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var autoplay = Ruleset.Value.CreateInstance().GetAutoplayMod();
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if (autoplay == null)
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return;
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// retrieves frame (currently creating as i dont know how to retrieve)
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var allFrames = autoplay.CreateScoreFromReplayData(GameplayState.Beatmap, new[] { autoplay }).Replay.Frames;
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var drawnFrames = DrawableRuleset.ReplayScore;
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// find the frames from the original replay data that should be present based on the current time
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var missingFrames = allFrames.Where(f => f.Time >= GameplayClockContainer.CurrentTime && f.Time <= previousAutoTime).ToList();
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var missingFrames = allAutoFrames.Where(f => f.Time >= GameplayClockContainer.CurrentTime && f.Time <= previousAutoTime).ToList();
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previousAutoTime = GameplayClockContainer.CurrentTime;
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// add the missing frames back
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