1
0
mirror of https://github.com/ppy/osu.git synced 2025-02-14 18:23:21 +08:00

Make editor remain frame stable during normal playback

This commit is contained in:
Dean Herbert 2024-01-04 13:18:41 +09:00
parent 1beb3f5462
commit 65c29b4f09
No known key found for this signature in database

View File

@ -1,6 +1,7 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Extensions.ObjectExtensions;
@ -26,6 +27,9 @@ namespace osu.Game.Rulesets.Edit
[Resolved]
private EditorBeatmap beatmap { get; set; } = null!;
[Resolved]
private EditorClock editorClock { get; set; } = null!;
public DrawableEditorRulesetWrapper(DrawableRuleset<TObject> drawableRuleset)
{
this.drawableRuleset = drawableRuleset;
@ -38,7 +42,6 @@ namespace osu.Game.Rulesets.Edit
[BackgroundDependencyLoader]
private void load()
{
drawableRuleset.FrameStablePlayback = false;
Playfield.DisplayJudgements.Value = false;
}
@ -65,6 +68,22 @@ namespace osu.Game.Rulesets.Edit
Scheduler.AddOnce(regenerateAutoplay);
}
protected override void Update()
{
base.Update();
// Whenever possible, we want to stay in frame stability playback.
// Without doing so, we run into bugs with some gameplay elements not behaving as expected.
//
// Note that this is not using EditorClock.IsSeeking as that would exit frame stability
// on all seeks. The intention here is to retain frame stability for small seeks.
//
// I still think no gameplay elements should require frame stability in the first place, but maybe that ship has sailed already..
bool shouldBypassFrameStability = Math.Abs(drawableRuleset.FrameStableClock.CurrentTime - editorClock.CurrentTime) > 1000;
drawableRuleset.FrameStablePlayback = !shouldBypassFrameStability;
}
private void regenerateAutoplay()
{
var autoplayMod = drawableRuleset.Mods.OfType<ModAutoplay>().Single();