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Make IGameplayClock
optional in GameplaySampleTriggerSource
to ease testing
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parent
a7172e7469
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@ -32,7 +32,7 @@ namespace osu.Game.Rulesets.UI
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private HitObjectLifetimeEntry? mostValidObject;
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[Resolved]
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private IGameplayClock gameplayClock { get; set; } = null!;
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private IGameplayClock? gameplayClock { get; set; }
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public GameplaySampleTriggerSource(HitObjectContainer hitObjectContainer)
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{
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@ -87,7 +87,7 @@ namespace osu.Game.Rulesets.UI
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}
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else
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{
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if (isCloseEnoughToCurrentTime(candidate))
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if (isCloseEnoughToCurrentTime(candidate.HitObject))
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{
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mostValidObject = candidate;
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}
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@ -107,11 +107,13 @@ namespace osu.Game.Rulesets.UI
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// Else we want the earliest valid nested.
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// In cases of nested objects, they will always have earlier sample data than their parent object.
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return getAllNested(mostValidObject.HitObject).OrderBy(h => h.StartTime).FirstOrDefault(h => h.StartTime > gameplayClock.CurrentTime) ?? mostValidObject.HitObject;
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return getAllNested(mostValidObject.HitObject).OrderBy(h => h.StartTime).FirstOrDefault(h => h.StartTime > getReferenceTime()) ?? mostValidObject.HitObject;
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}
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private bool isAlreadyHit(HitObjectLifetimeEntry h) => h.Result?.HasResult == true;
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private bool isCloseEnoughToCurrentTime(HitObjectLifetimeEntry h) => gameplayClock.CurrentTime >= h.HitObject.StartTime - h.HitObject.HitWindows.WindowFor(HitResult.Miss) * 2;
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private bool isCloseEnoughToCurrentTime(HitObject h) => getReferenceTime() >= h.StartTime - h.HitWindows.WindowFor(HitResult.Miss) * 2;
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private double getReferenceTime() => (gameplayClock?.CurrentTime ?? Clock.CurrentTime);
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private IEnumerable<HitObject> getAllNested(HitObject hitObject)
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{
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