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Fix up taiko not having any important frames
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parent
57cd50c45e
commit
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@ -35,8 +35,8 @@ namespace osu.Game.Rulesets.Taiko.Replays
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{
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bool hitButton = true;
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Frames.Add(new ReplayFrame(-100000, null, null, ReplayButtonState.None));
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Frames.Add(new ReplayFrame(Beatmap.HitObjects[0].StartTime - 1000, null, null, ReplayButtonState.None));
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Frames.Add(new TaikoReplayFrame(-100000, ReplayButtonState.None));
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Frames.Add(new TaikoReplayFrame(Beatmap.HitObjects[0].StartTime - 1000, ReplayButtonState.None));
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for (int i = 0; i < Beatmap.HitObjects.Count; i++)
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{
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@ -76,7 +76,7 @@ namespace osu.Game.Rulesets.Taiko.Replays
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break;
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}
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Frames.Add(new ReplayFrame(j, null, null, button));
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Frames.Add(new TaikoReplayFrame(j, button));
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d = (d + 1) % 4;
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if (++count == req)
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break;
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@ -86,7 +86,7 @@ namespace osu.Game.Rulesets.Taiko.Replays
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{
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foreach (var tick in drumRoll.NestedHitObjects.OfType<DrumRollTick>())
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{
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Frames.Add(new ReplayFrame(tick.StartTime, null, null, hitButton ? ReplayButtonState.Right1 : ReplayButtonState.Right2));
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Frames.Add(new TaikoReplayFrame(tick.StartTime, hitButton ? ReplayButtonState.Right1 : ReplayButtonState.Right2));
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hitButton = !hitButton;
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}
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}
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@ -107,18 +107,18 @@ namespace osu.Game.Rulesets.Taiko.Replays
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button = hitButton ? ReplayButtonState.Left1 : ReplayButtonState.Left2;
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}
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Frames.Add(new ReplayFrame(h.StartTime, null, null, button));
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Frames.Add(new TaikoReplayFrame(h.StartTime, button));
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}
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else
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throw new InvalidOperationException("Unknown hit object type.");
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Frames.Add(new ReplayFrame(endTime + KEY_UP_DELAY, null, null, ReplayButtonState.None));
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Frames.Add(new TaikoReplayFrame(endTime + KEY_UP_DELAY, ReplayButtonState.None));
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if (i < Beatmap.HitObjects.Count - 1)
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{
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double waitTime = Beatmap.HitObjects[i + 1].StartTime - 1000;
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if (waitTime > endTime)
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Frames.Add(new ReplayFrame(waitTime, null, null, ReplayButtonState.None));
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Frames.Add(new TaikoReplayFrame(waitTime, ReplayButtonState.None));
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}
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hitButton = !hitButton;
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17
osu.Game.Rulesets.Taiko/Replays/TaikoReplayFrame.cs
Normal file
17
osu.Game.Rulesets.Taiko/Replays/TaikoReplayFrame.cs
Normal file
@ -0,0 +1,17 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Rulesets.Replays;
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namespace osu.Game.Rulesets.Taiko.Replays
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{
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public class TaikoReplayFrame : ReplayFrame
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{
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public override bool IsImportant => MouseLeft || MouseRight;
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public TaikoReplayFrame(double time, ReplayButtonState buttons)
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: base(time, null, null, buttons)
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{
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}
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}
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}
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@ -91,6 +91,7 @@
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<Compile Include="Replays\TaikoAutoGenerator.cs" />
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<Compile Include="Objects\TaikoHitObject.cs" />
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<Compile Include="Objects\TaikoHitObjectDifficulty.cs" />
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<Compile Include="Replays\TaikoReplayFrame.cs" />
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<Compile Include="TaikoDifficultyCalculator.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Scoring\TaikoScoreProcessor.cs" />
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