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https://github.com/ppy/osu.git
synced 2024-11-11 09:27:29 +08:00
Introduce StartFrame
and EndFrame
to simplify the replay interpolation code
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parent
84bc81a6de
commit
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@ -7,7 +7,6 @@ using osu.Framework.Input.StateChanges;
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using osu.Framework.Utils;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Replays;
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using osuTK;
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namespace osu.Game.Rulesets.EmptyFreeform.Replays
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{
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@ -20,24 +19,13 @@ namespace osu.Game.Rulesets.EmptyFreeform.Replays
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protected override bool IsImportant(EmptyFreeformReplayFrame frame) => frame.Actions.Any();
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protected Vector2 Position
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{
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get
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{
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var frame = CurrentFrame;
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if (frame == null)
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return Vector2.Zero;
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return Interpolation.ValueAt(CurrentTime, frame.Position, NextFrame.Position, frame.Time, NextFrame.Time);
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}
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}
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public override void CollectPendingInputs(List<IInput> inputs)
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{
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var position = Interpolation.ValueAt(CurrentTime, StartFrame.Position, EndFrame.Position, StartFrame.Time, EndFrame.Time);
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inputs.Add(new MousePositionAbsoluteInput
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{
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Position = GamefieldToScreenSpace(Position),
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Position = GamefieldToScreenSpace(position),
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});
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inputs.Add(new ReplayState<EmptyFreeformAction>
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{
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@ -6,7 +6,6 @@ using osu.Framework.Input.StateChanges;
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using osu.Framework.Utils;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Replays;
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using osuTK;
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namespace osu.Game.Rulesets.Pippidon.Replays
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{
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@ -19,24 +18,13 @@ namespace osu.Game.Rulesets.Pippidon.Replays
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protected override bool IsImportant(PippidonReplayFrame frame) => true;
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protected Vector2 Position
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{
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get
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{
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var frame = CurrentFrame;
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if (frame == null)
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return Vector2.Zero;
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return NextFrame != null ? Interpolation.ValueAt(CurrentTime, frame.Position, NextFrame.Position, frame.Time, NextFrame.Time) : frame.Position;
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}
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}
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public override void CollectPendingInputs(List<IInput> inputs)
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{
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var position = Interpolation.ValueAt(CurrentTime, StartFrame.Position, EndFrame.Position, StartFrame.Time, EndFrame.Time);
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inputs.Add(new MousePositionAbsoluteInput
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{
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Position = GamefieldToScreenSpace(Position)
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Position = GamefieldToScreenSpace(position)
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});
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}
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}
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@ -19,27 +19,14 @@ namespace osu.Game.Rulesets.Catch.Replays
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protected override bool IsImportant(CatchReplayFrame frame) => frame.Actions.Any();
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protected float? Position
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{
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get
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{
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var frame = CurrentFrame;
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if (frame == null)
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return null;
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return NextFrame != null ? Interpolation.ValueAt(CurrentTime, frame.Position, NextFrame.Position, frame.Time, NextFrame.Time) : frame.Position;
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}
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}
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public override void CollectPendingInputs(List<IInput> inputs)
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{
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if (!Position.HasValue) return;
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var position = Interpolation.ValueAt(CurrentTime, StartFrame.Position, EndFrame.Position, StartFrame.Time, EndFrame.Time);
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inputs.Add(new CatchReplayState
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{
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PressedActions = CurrentFrame?.Actions ?? new List<CatchAction>(),
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CatcherX = Position.Value
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CatcherX = position
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});
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}
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@ -7,7 +7,6 @@ using osu.Framework.Input.StateChanges;
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using osu.Framework.Utils;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Replays;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Replays
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{
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@ -20,22 +19,11 @@ namespace osu.Game.Rulesets.Osu.Replays
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protected override bool IsImportant(OsuReplayFrame frame) => frame.Actions.Any();
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protected Vector2? Position
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{
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get
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{
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var frame = CurrentFrame;
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if (frame == null)
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return null;
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return NextFrame != null ? Interpolation.ValueAt(CurrentTime, frame.Position, NextFrame.Position, frame.Time, NextFrame.Time) : frame.Position;
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}
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}
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public override void CollectPendingInputs(List<IInput> inputs)
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{
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inputs.Add(new MousePositionAbsoluteInput { Position = GamefieldToScreenSpace(Position ?? Vector2.Zero) });
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var position = Interpolation.ValueAt(CurrentTime, StartFrame.Position, EndFrame.Position, StartFrame.Time, EndFrame.Time);
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inputs.Add(new MousePositionAbsoluteInput { Position = GamefieldToScreenSpace(position) });
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inputs.Add(new ReplayState<OsuAction> { PressedActions = CurrentFrame?.Actions ?? new List<OsuAction>() });
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}
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}
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@ -33,32 +33,42 @@ namespace osu.Game.Rulesets.Replays
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/// The current time is always between the start and the end time of the current frame.
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/// </summary>
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/// <remarks>Returns null if the current time is strictly before the first frame.</remarks>
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public TFrame? CurrentFrame => currentFrameIndex == -1 ? null : (TFrame)Frames[currentFrameIndex];
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/// <summary>
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/// The next frame of the replay.
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/// The start time of <see cref="NextFrame"/> is always greater or equal to the start time of <see cref="CurrentFrame"/> regardless of the seeking direction.
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/// </summary>
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/// <remarks>Returns null if the current frame is the last frame.</remarks>
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public TFrame? NextFrame => currentFrameIndex == Frames.Count - 1 ? null : (TFrame)Frames[currentFrameIndex + 1];
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/// <summary>
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/// The frame for the start value of the interpolation of the replay movement.
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/// </summary>
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/// <exception cref="InvalidOperationException">The replay is empty.</exception>
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public TFrame? CurrentFrame
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public TFrame StartFrame
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{
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get
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{
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if (!HasFrames)
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throw new InvalidOperationException($"Attempted to get {nameof(CurrentFrame)} of an empty replay");
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throw new InvalidOperationException($"Attempted to get {nameof(StartFrame)} of an empty replay");
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return currentFrameIndex == -1 ? null : (TFrame)Frames[currentFrameIndex];
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return (TFrame)Frames[Math.Max(0, currentFrameIndex)];
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}
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}
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/// <summary>
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/// The next frame of the replay.
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/// The start time is always greater or equal to the start time of <see cref="CurrentFrame"/> regardless of the seeking direction.
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/// The frame for the end value of the interpolation of the replay movement.
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/// </summary>
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/// <remarks>Returns null if the current frame is the last frame.</remarks>
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/// <exception cref="InvalidOperationException">The replay is empty.</exception>
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public TFrame? NextFrame
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public TFrame EndFrame
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{
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get
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{
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if (!HasFrames)
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throw new InvalidOperationException($"Attempted to get {nameof(NextFrame)} of an empty replay");
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throw new InvalidOperationException($"Attempted to get {nameof(EndFrame)} of an empty replay");
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return currentFrameIndex == Frames.Count - 1 ? null : (TFrame)Frames[currentFrameIndex + 1];
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return (TFrame)Frames[Math.Min(currentFrameIndex + 1, Frames.Count - 1)];
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}
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}
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@ -98,11 +108,11 @@ namespace osu.Game.Rulesets.Replays
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{
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get
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{
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if (!HasFrames || !FrameAccuratePlayback || CurrentFrame == null)
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if (!HasFrames || !FrameAccuratePlayback || currentFrameIndex == -1)
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return false;
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return IsImportant(CurrentFrame) && // a button is in a pressed state
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Math.Abs(CurrentTime - NextFrame?.Time ?? 0) <= AllowedImportantTimeSpan; // the next frame is within an allowable time span
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return IsImportant(StartFrame) && // a button is in a pressed state
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Math.Abs(CurrentTime - EndFrame.Time) <= AllowedImportantTimeSpan; // the next frame is within an allowable time span
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}
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}
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