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handle key presses when watching legacy relax replays
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parent
4b847b68a2
commit
581ae2f679
@ -38,12 +38,17 @@ namespace osu.Game.Rulesets.Osu.Mods
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private ReplayState<OsuAction> state = null!;
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private double lastStateChangeTime;
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private DrawableOsuRuleset ruleset = null!;
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private bool hasReplay;
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private bool legacyReplay;
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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ruleset = (DrawableOsuRuleset)drawableRuleset;
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// grab the input manager for future use.
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osuInputManager = ((DrawableOsuRuleset)drawableRuleset).KeyBindingInputManager;
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osuInputManager = ruleset.KeyBindingInputManager;
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}
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public void ApplyToPlayer(Player player)
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@ -51,6 +56,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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if (osuInputManager.ReplayInputHandler != null)
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{
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hasReplay = true;
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legacyReplay = ruleset.ReplayScore.ScoreInfo.IsLegacyScore;
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return;
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}
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@ -59,7 +65,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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public void Update(Playfield playfield)
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{
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if (hasReplay)
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if (hasReplay && !legacyReplay)
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return;
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bool requiresHold = false;
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@ -125,6 +131,20 @@ namespace osu.Game.Rulesets.Osu.Mods
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isDownState = down;
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lastStateChangeTime = time;
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// legacy replays do not contain key-presses with Relax mod, so they need to be triggered by themselves.
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if (legacyReplay)
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{
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if (!down)
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{
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osuInputManager.KeyBindingContainer.TriggerReleased(wasLeft ? OsuAction.RightButton : OsuAction.LeftButton);
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return;
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}
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osuInputManager.KeyBindingContainer.TriggerPressed(wasLeft ? OsuAction.LeftButton : OsuAction.RightButton);
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wasLeft = !wasLeft;
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return;
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}
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state = new ReplayState<OsuAction>
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{
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PressedActions = new List<OsuAction>()
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