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Add ability to pause/resume replay playback

This commit is contained in:
Dean Herbert 2020-11-24 15:41:56 +09:00
parent 060acb9010
commit 72b8eef36e
3 changed files with 32 additions and 3 deletions

View File

@ -69,6 +69,7 @@ namespace osu.Game.Input.Bindings
new KeyBinding(new[] { InputKey.Control, InputKey.Plus }, GlobalAction.IncreaseScrollSpeed),
new KeyBinding(new[] { InputKey.Control, InputKey.Minus }, GlobalAction.DecreaseScrollSpeed),
new KeyBinding(InputKey.MouseMiddle, GlobalAction.PauseGameplay),
new KeyBinding(InputKey.Space, GlobalAction.PauseReplay),
new KeyBinding(InputKey.Control, GlobalAction.HoldForHUD),
};
@ -175,7 +176,7 @@ namespace osu.Game.Input.Bindings
[Description("Toggle notifications")]
ToggleNotifications,
[Description("Pause")]
[Description("Pause Gameplay")]
PauseGameplay,
// Editor
@ -196,5 +197,8 @@ namespace osu.Game.Input.Bindings
[Description("Random Skin")]
RandomSkin,
[Description("Pause Replay")]
PauseReplay,
}
}

View File

@ -339,7 +339,11 @@ namespace osu.Game.Screens.Play
AlwaysVisible = { BindTarget = DrawableRuleset.HasReplayLoaded },
IsCounting = false
},
RequestSeek = GameplayClockContainer.Seek,
RequestSeek = time =>
{
GameplayClockContainer.Seek(time);
GameplayClockContainer.Start();
},
Anchor = Anchor.Centre,
Origin = Anchor.Centre
},

View File

@ -1,12 +1,14 @@
// 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 osu.Framework.Input.Bindings;
using osu.Game.Input.Bindings;
using osu.Game.Scoring;
using osu.Game.Screens.Ranking;
namespace osu.Game.Screens.Play
{
public class ReplayPlayer : Player
public class ReplayPlayer : Player, IKeyBindingHandler<GlobalAction>
{
protected readonly Score Score;
@ -35,5 +37,24 @@ namespace osu.Game.Screens.Play
return Score.ScoreInfo;
}
public bool OnPressed(GlobalAction action)
{
switch (action)
{
case GlobalAction.PauseReplay:
if (GameplayClockContainer.IsPaused.Value)
GameplayClockContainer.Start();
else
GameplayClockContainer.Stop();
return true;
}
return false;
}
public void OnReleased(GlobalAction action)
{
}
}
}