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Use ``GetTrueGameplayRate()`` to remove need for jank

This commit is contained in:
mk56-spn 2023-02-04 00:53:54 +01:00
parent d9bee958dd
commit 88872cf1cf

View File

@ -26,9 +26,6 @@ namespace osu.Game.Screens.Play.HUD
[Resolved]
private IGameplayClock gameplayClock { get; set; } = null!;
[Resolved]
private Player player { get; set; } = null!;
[BackgroundDependencyLoader]
private void load(OsuColour colour)
{
@ -40,11 +37,8 @@ namespace osu.Game.Screens.Play.HUD
{
base.Update();
//We don't want it going to 0 when we pause. so we block the updates
if (gameplayClock.IsPaused.Value || player.GameplayState.HasFailed) return;
// We want to check Rate every update to cover windup/down
Current.Value = beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(gameplayClock.CurrentTime).BPM * gameplayClock.Rate;
Current.Value = beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(gameplayClock.CurrentTime).BPM * gameplayClock.GetTrueGameplayRate();
}
protected override OsuSpriteText CreateSpriteText()