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Merge pull request #8819 from peppy/fix-relax-replays
Fix relax replays playing back incorrectly
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commit
813a4d6494
@ -9,17 +9,26 @@ using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Play;
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using osuTK;
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namespace osu.Game.Rulesets.Catch.Mods
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{
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public class CatchModRelax : ModRelax, IApplicableToDrawableRuleset<CatchHitObject>
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public class CatchModRelax : ModRelax, IApplicableToDrawableRuleset<CatchHitObject>, IApplicableToPlayer
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{
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public override string Description => @"Use the mouse to control the catcher.";
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private DrawableRuleset<CatchHitObject> drawableRuleset;
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public void ApplyToDrawableRuleset(DrawableRuleset<CatchHitObject> drawableRuleset)
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{
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drawableRuleset.Cursor.Add(new MouseInputHelper((CatchPlayfield)drawableRuleset.Playfield));
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this.drawableRuleset = drawableRuleset;
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}
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public void ApplyToPlayer(Player player)
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{
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if (!drawableRuleset.HasReplayLoaded.Value)
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drawableRuleset.Cursor.Add(new MouseInputHelper((CatchPlayfield)drawableRuleset.Playfield));
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}
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private class MouseInputHelper : Drawable, IKeyBindingHandler<CatchAction>, IRequireHighFrequencyMousePosition
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@ -11,11 +11,12 @@ using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Play;
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using static osu.Game.Input.Handlers.ReplayInputHandler;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModRelax : ModRelax, IUpdatableByPlayfield, IApplicableToDrawableRuleset<OsuHitObject>
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public class OsuModRelax : ModRelax, IUpdatableByPlayfield, IApplicableToDrawableRuleset<OsuHitObject>, IApplicableToPlayer
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{
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public override string Description => @"You don't need to click. Give your clicking/tapping fingers a break from the heat of things.";
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public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(OsuModAutopilot)).ToArray();
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@ -33,15 +34,30 @@ namespace osu.Game.Rulesets.Osu.Mods
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private ReplayState<OsuAction> state;
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private double lastStateChangeTime;
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private bool hasReplay;
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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// grab the input manager for future use.
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osuInputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager;
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}
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public void ApplyToPlayer(Player player)
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{
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if (osuInputManager.ReplayInputHandler != null)
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{
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hasReplay = true;
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return;
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}
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osuInputManager.AllowUserPresses = false;
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}
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public void Update(Playfield playfield)
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{
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if (hasReplay)
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return;
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bool requiresHold = false;
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bool requiresHit = false;
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