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Change logic to better handle external adjustments
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@ -34,18 +34,11 @@ namespace osu.Game.Rulesets.Mods
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/// </summary>
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private const double final_rate_progress = 0.75f;
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/// <summary>
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/// The adjustment applied on entering this mod's application method.
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/// </summary>
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private double baseAdjust;
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public virtual void ApplyToClock(IAdjustableClock clock)
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{
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this.clock = clock;
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// we capture the adjustment applied before entering our application method.
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// this will cover external changes, which should re-fire this method.
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baseAdjust = (clock as IHasPitchAdjust)?.PitchAdjust ?? clock.Rate;
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lastAdjust = 1;
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// for preview purposes. during gameplay, Update will overwrite this setting.
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applyAdjustment(1);
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@ -61,20 +54,38 @@ namespace osu.Game.Rulesets.Mods
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public virtual void Update(Playfield playfield)
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{
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var absRate = Math.Abs(FinalRateAdjustment);
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applyAdjustment((clock.CurrentTime - beginRampTime) / finalRateTime);
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}
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private void applyAdjustment(double adjustAmount)
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private double lastAdjust = 1;
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private bool reported;
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/// <summary>
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/// Adjust the rate along the specified ramp
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/// </summary>
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/// <param name="amount">The amount of adjustment to apply (from 0..1).</param>
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private void applyAdjustment(double amount)
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{
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adjustAmount = MathHelper.Clamp(adjustAmount, 0, 1);
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double adjust = 1 + (Math.Sign(FinalRateAdjustment) * MathHelper.Clamp(amount, 0, 1) * Math.Abs(FinalRateAdjustment));
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var localAdjust = 1 + Math.Sign(FinalRateAdjustment) * adjustAmount * Math.Abs(FinalRateAdjustment);
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switch (clock)
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{
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case IHasPitchAdjust pitch:
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pitch.PitchAdjust /= lastAdjust;
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pitch.PitchAdjust *= adjust;
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break;
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case IHasTempoAdjust tempo:
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tempo.TempoAdjust /= lastAdjust;
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tempo.TempoAdjust *= adjust;
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break;
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default:
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clock.Rate /= lastAdjust;
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clock.Rate *= adjust;
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break;
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}
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if (clock is IHasPitchAdjust tempo)
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tempo.PitchAdjust = baseAdjust * localAdjust;
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else
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clock.Rate = baseAdjust * localAdjust;
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lastAdjust = adjust;
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}
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}
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}
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