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fix nesting and slice frame on demand

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TaterToes 2024-10-12 10:51:01 -04:00 committed by GitHub
parent 37b1ad2392
commit 6eef901178
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@ -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.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
@ -173,32 +174,28 @@ namespace osu.Game.Screens.Edit.GameplayTest
{
}
private double previousAutoTime = 0;
private void setupAutoplay()
{
var autoplay = Ruleset.Value.CreateInstance().GetAutoplayMod();
if (autoplay == null)
return;
// stores time when autoplay starts
previousAutoTime = GameplayClockContainer.CurrentTime;
var score = autoplay.CreateScoreFromReplayData(GameplayState.Beatmap, new[] { autoplay });
// remove past frames to prevent replay frame handler from seeking back to start in an attempt to play back the entirety of the replay.
score.Replay.Frames.RemoveAll(f => f.Time <= GameplayClockContainer.CurrentTime);
DrawableRuleset.SetReplayScore(score);
// Without this schedule, the `GlobalCursorDisplay.Update()` machinery will fade the gameplay cursor out, but we still want it to show.
Schedule(() => DrawableRuleset.Cursor?.Show());
}
private double previousAutoTime;
private void toggleAutoplay()
{
if (DrawableRuleset.ReplayScore == null)
{
setupAutoplay();
var autoplay = Ruleset.Value.CreateInstance().GetAutoplayMod();
if (autoplay == null)
return;
// stores time when autoplay starts
previousAutoTime = GameplayClockContainer.CurrentTime;
var score = autoplay.CreateScoreFromReplayData(GameplayState.Beatmap, new[] { autoplay });
DrawableRuleset.SetReplayScore(score);
// sanity check
if (DrawableRuleset.ReplayScore != null)
DrawableRuleset.ReplayScore.Replay.Frames.RemoveAll(f => f.Time < GameplayClockContainer.CurrentTime);
// Without this schedule, the `GlobalCursorDisplay.Update()` machinery will fade the gameplay cursor out, but we still want it to show.
Schedule(() => DrawableRuleset.Cursor?.Show());
}
else
DrawableRuleset.SetReplayScore(null);
@ -210,12 +207,25 @@ namespace osu.Game.Screens.Edit.GameplayTest
if (DrawableRuleset.ReplayScore != null)
{
// compare currentTime with previousTime
if (GameplayClockContainer.CurrentTime != previousAutoTime)
if (GameplayClockContainer.CurrentTime < previousAutoTime)
{
if (GameplayClockContainer.CurrentTime < previousAutoTime)
{
setupAutoplay();
}
// 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
var autoplay = Ruleset.Value.CreateInstance().GetAutoplayMod();
if (autoplay == null)
return;
// retrieves frame (currently creating as i dont know how to retrieve)
var allFrames = autoplay.CreateScoreFromReplayData(GameplayState.Beatmap, new[] { autoplay }).Replay.Frames;
var drawnFrames = DrawableRuleset.ReplayScore;
// find the frames from the original replay data that should be present based on the current time
var missingFrames = allFrames.Where(f => f.Time >= GameplayClockContainer.CurrentTime && f.Time <= previousAutoTime).ToList();
previousAutoTime = GameplayClockContainer.CurrentTime;
// add the missing frames back
drawnFrames.Replay.Frames.AddRange(missingFrames);
DrawableRuleset.SetReplayScore(drawnFrames);
}
}
}