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Refactor OsuAutoReplay.cs
- Some trivial refactors Rename targetPosition to startPosition, move frameDelay and reactionTime to private readonly fields, and added 2 comments - Split main loop into 2 functions. One is the function to add a delay from the previous hit object if the current one hasn't appeared yet for auto to "see and react to" - The other function does everything else. - Rename and comment stuff in spinner startPosition alg. - Move movement to start of hitobject logic out - Rename the functions I took out - Move spinner start pos calc out. - Move clicking object logic out - Fix formatting - Add private keyword - Change ref to out - Change some outdated comments
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@ -24,6 +24,19 @@ namespace osu.Game.Rulesets.Osu
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private readonly Beatmap<OsuHitObject> beatmap;
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// ms between each ReplayFrame
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private readonly float frameDelay;
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// ms between 'seeing' a new hitobject and auto moving to 'react' to it
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private readonly int reactionTime;
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// What easing to use when moving between hitobjects
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private EasingTypes preferredEasing;
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// Even means LMB will be used to click, odd means RMB will be used.
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// This keeps track of the button previously used for alt/singletap logic.
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private int buttonIndex;
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public OsuAutoReplay(Beatmap<OsuHitObject> beatmap)
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{
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this.beatmap = beatmap;
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@ -33,6 +46,12 @@ namespace osu.Game.Rulesets.Osu
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Username = @"Autoplay",
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};
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// We are using ApplyModsToRate and not ApplyModsToTime to counteract the speed up / slow down from HalfTime / DoubleTime so that we remain at a constant framerate of 60 fps.
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frameDelay = (float)applyModsToRate(1000.0 / 60.0);
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// Already superhuman, but still somewhat realistic
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reactionTime = (int)applyModsToRate(100);
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createAutoReplay();
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}
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@ -80,20 +99,14 @@ namespace osu.Game.Rulesets.Osu
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private void createAutoReplay()
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{
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int buttonIndex = 0;
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buttonIndex = 0;
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EasingTypes preferredEasing = DelayedMovements ? EasingTypes.InOutCubic : EasingTypes.Out;
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preferredEasing = DelayedMovements ? EasingTypes.InOutCubic : EasingTypes.Out;
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addFrameToReplay(new ReplayFrame(-100000, 256, 500, ReplayButtonState.None));
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addFrameToReplay(new ReplayFrame(beatmap.HitObjects[0].StartTime - 1500, 256, 500, ReplayButtonState.None));
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addFrameToReplay(new ReplayFrame(beatmap.HitObjects[0].StartTime - 1000, 256, 192, ReplayButtonState.None));
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// We are using ApplyModsToRate and not ApplyModsToTime to counteract the speed up / slow down from HalfTime / DoubleTime so that we remain at a constant framerate of 60 fps.
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float frameDelay = (float)applyModsToRate(1000.0 / 60.0);
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// Already superhuman, but still somewhat realistic
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int reactionTime = (int)applyModsToRate(100);
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for (int i = 0; i < beatmap.HitObjects.Count; i++)
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{
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@ -105,211 +118,258 @@ namespace osu.Game.Rulesets.Osu
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// continue;
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//}
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int endDelay = h is Spinner ? 1 : 0;
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if (DelayedMovements && i > 0)
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{
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OsuHitObject last = beatmap.HitObjects[i - 1];
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double endTime = (last as IHasEndTime)?.EndTime ?? last.StartTime;
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//Make the cursor stay at a hitObject as long as possible (mainly for autopilot).
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if (h.StartTime - h.HitWindowFor(OsuScoreResult.Miss) > endTime + h.HitWindowFor(OsuScoreResult.Hit50) + 50)
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{
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if (!(last is Spinner) && h.StartTime - endTime < 1000) addFrameToReplay(new ReplayFrame(endTime + h.HitWindowFor(OsuScoreResult.Hit50), last.EndPosition.X, last.EndPosition.Y, ReplayButtonState.None));
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if (!(h is Spinner)) addFrameToReplay(new ReplayFrame(h.StartTime - h.HitWindowFor(OsuScoreResult.Miss), h.Position.X, h.Position.Y, ReplayButtonState.None));
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}
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else if (h.StartTime - h.HitWindowFor(OsuScoreResult.Hit50) > endTime + h.HitWindowFor(OsuScoreResult.Hit50) + 50)
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{
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if (!(last is Spinner) && h.StartTime - endTime < 1000) addFrameToReplay(new ReplayFrame(endTime + h.HitWindowFor(OsuScoreResult.Hit50), last.EndPosition.X, last.EndPosition.Y, ReplayButtonState.None));
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if (!(h is Spinner)) addFrameToReplay(new ReplayFrame(h.StartTime - h.HitWindowFor(OsuScoreResult.Hit50), h.Position.X, h.Position.Y, ReplayButtonState.None));
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}
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else if (h.StartTime - h.HitWindowFor(OsuScoreResult.Hit100) > endTime + h.HitWindowFor(OsuScoreResult.Hit100) + 50)
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{
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if (!(last is Spinner) && h.StartTime - endTime < 1000) addFrameToReplay(new ReplayFrame(endTime + h.HitWindowFor(OsuScoreResult.Hit100), last.EndPosition.X, last.EndPosition.Y, ReplayButtonState.None));
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if (!(h is Spinner)) addFrameToReplay(new ReplayFrame(h.StartTime - h.HitWindowFor(OsuScoreResult.Hit100), h.Position.X, h.Position.Y, ReplayButtonState.None));
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}
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OsuHitObject prev = beatmap.HitObjects[i - 1];
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addDelayedMovements(h, prev);
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}
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Vector2 targetPosition = h.Position;
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EasingTypes easing = preferredEasing;
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float spinnerDirection = -1;
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if (h is Spinner)
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{
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targetPosition = Frames[Frames.Count - 1].Position;
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Vector2 difference = spinner_centre - targetPosition;
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float differenceLength = difference.Length;
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float newLength = (float)Math.Sqrt(differenceLength * differenceLength - spin_radius * spin_radius);
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if (differenceLength > spin_radius)
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{
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float angle = (float)Math.Asin(spin_radius / differenceLength);
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if (angle > 0)
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{
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spinnerDirection = -1;
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}
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else
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{
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spinnerDirection = 1;
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}
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difference.X = difference.X * (float)Math.Cos(angle) - difference.Y * (float)Math.Sin(angle);
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difference.Y = difference.X * (float)Math.Sin(angle) + difference.Y * (float)Math.Cos(angle);
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difference.Normalize();
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difference *= newLength;
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targetPosition += difference;
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easing = EasingTypes.In;
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}
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else if (difference.Length > 0)
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{
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targetPosition = spinner_centre - difference * (spin_radius / difference.Length);
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}
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else
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{
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targetPosition = spinner_centre + new Vector2(0, -spin_radius);
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}
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}
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// Do some nice easing for cursor movements
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if (Frames.Count > 0)
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{
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ReplayFrame lastFrame = Frames[Frames.Count - 1];
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// Wait until Auto could "see and react" to the next note.
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double waitTime = h.StartTime - Math.Max(0.0, DrawableOsuHitObject.TIME_PREEMPT - reactionTime);
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if (waitTime > lastFrame.Time)
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{
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lastFrame = new ReplayFrame(waitTime, lastFrame.MouseX, lastFrame.MouseY, lastFrame.ButtonState);
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addFrameToReplay(lastFrame);
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}
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Vector2 lastPosition = lastFrame.Position;
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double timeDifference = applyModsToTime(h.StartTime - lastFrame.Time);
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// Only "snap" to hitcircles if they are far enough apart. As the time between hitcircles gets shorter the snapping threshold goes up.
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if (timeDifference > 0 && // Sanity checks
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((lastPosition - targetPosition).Length > h.Radius * (1.5 + 100.0 / timeDifference) || // Either the distance is big enough
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timeDifference >= 266)) // ... or the beats are slow enough to tap anyway.
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{
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// Perform eased movement
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for (double time = lastFrame.Time + frameDelay; time < h.StartTime; time += frameDelay)
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{
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Vector2 currentPosition = Interpolation.ValueAt(time, lastPosition, targetPosition, lastFrame.Time, h.StartTime, easing);
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addFrameToReplay(new ReplayFrame((int)time, currentPosition.X, currentPosition.Y, lastFrame.ButtonState));
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}
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buttonIndex = 0;
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}
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else
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{
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buttonIndex++;
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}
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}
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ReplayButtonState button = buttonIndex % 2 == 0 ? ReplayButtonState.Left1 : ReplayButtonState.Right1;
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double hEndTime = ((h as IHasEndTime)?.EndTime ?? h.StartTime) + KEY_UP_DELAY;
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ReplayFrame newFrame = new ReplayFrame(h.StartTime, targetPosition.X, targetPosition.Y, button);
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ReplayFrame endFrame = new ReplayFrame(hEndTime + endDelay, h.EndPosition.X, h.EndPosition.Y, ReplayButtonState.None);
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// Decrement because we want the previous frame, not the next one
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int index = findInsertionIndex(newFrame) - 1;
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// Do we have a previous frame? No need to check for < replay.Count since we decremented!
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if (index >= 0)
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{
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ReplayFrame previousFrame = Frames[index];
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var previousButton = previousFrame.ButtonState;
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// If a button is already held, then we simply alternate
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if (previousButton != ReplayButtonState.None)
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{
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Debug.Assert(previousButton != (ReplayButtonState.Left1 | ReplayButtonState.Right1));
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// Force alternation if we have the same button. Otherwise we can just keep the naturally to us assigned button.
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if (previousButton == button)
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{
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button = (ReplayButtonState.Left1 | ReplayButtonState.Right1) & ~button;
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newFrame.ButtonState = button;
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}
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// We always follow the most recent slider / spinner, so remove any other frames that occur while it exists.
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int endIndex = findInsertionIndex(endFrame);
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if (index < Frames.Count - 1)
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Frames.RemoveRange(index + 1, Math.Max(0, endIndex - (index + 1)));
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// After alternating we need to keep holding the other button in the future rather than the previous one.
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for (int j = index + 1; j < Frames.Count; ++j)
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{
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// Don't affect frames which stop pressing a button!
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if (j < Frames.Count - 1 || Frames[j].ButtonState == previousButton)
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Frames[j].ButtonState = button;
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}
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}
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}
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addFrameToReplay(newFrame);
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// We add intermediate frames for spinning / following a slider here.
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if (h is Spinner)
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{
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Spinner s = h as Spinner;
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Vector2 difference = targetPosition - spinner_centre;
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float radius = difference.Length;
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float angle = radius == 0 ? 0 : (float)Math.Atan2(difference.Y, difference.X);
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double t;
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for (double j = h.StartTime + frameDelay; j < s.EndTime; j += frameDelay)
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{
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t = applyModsToTime(j - h.StartTime) * spinnerDirection;
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Vector2 pos = spinner_centre + circlePosition(t / 20 + angle, spin_radius);
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addFrameToReplay(new ReplayFrame((int)j, pos.X, pos.Y, button));
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}
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t = applyModsToTime(s.EndTime - h.StartTime) * spinnerDirection;
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Vector2 endPosition = spinner_centre + circlePosition(t / 20 + angle, spin_radius);
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addFrameToReplay(new ReplayFrame(s.EndTime, endPosition.X, endPosition.Y, button));
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endFrame.MouseX = endPosition.X;
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endFrame.MouseY = endPosition.Y;
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}
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else if (h is Slider)
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{
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Slider s = h as Slider;
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for (double j = frameDelay; j < s.Duration; j += frameDelay)
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{
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Vector2 pos = s.PositionAt(j / s.Duration);
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addFrameToReplay(new ReplayFrame(h.StartTime + j, pos.X, pos.Y, button));
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}
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addFrameToReplay(new ReplayFrame(s.EndTime, s.EndPosition.X, s.EndPosition.Y, button));
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}
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// We only want to let go of our button if we are at the end of the current replay. Otherwise something is still going on after us so we need to keep the button pressed!
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if (Frames[Frames.Count - 1].Time <= endFrame.Time)
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addFrameToReplay(endFrame);
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addHitObjectReplay(h);
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}
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//Player.currentScore.Replay = InputManager.ReplayScore.Replay;
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//Player.currentScore.PlayerName = "osu!";
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}
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private void addDelayedMovements(OsuHitObject h, OsuHitObject prev)
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{
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double endTime = (prev as IHasEndTime)?.EndTime ?? prev.StartTime;
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// Make the cursor stay at a hitObject as long as possible (mainly for autopilot).
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if (h.StartTime - h.HitWindowFor(OsuScoreResult.Miss) > endTime + h.HitWindowFor(OsuScoreResult.Hit50) + 50)
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{
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if (!(prev is Spinner) && h.StartTime - endTime < 1000) addFrameToReplay(new ReplayFrame(endTime + h.HitWindowFor(OsuScoreResult.Hit50), prev.EndPosition.X, prev.EndPosition.Y, ReplayButtonState.None));
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if (!(h is Spinner)) addFrameToReplay(new ReplayFrame(h.StartTime - h.HitWindowFor(OsuScoreResult.Miss), h.Position.X, h.Position.Y, ReplayButtonState.None));
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}
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else if (h.StartTime - h.HitWindowFor(OsuScoreResult.Hit50) > endTime + h.HitWindowFor(OsuScoreResult.Hit50) + 50)
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{
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if (!(prev is Spinner) && h.StartTime - endTime < 1000) addFrameToReplay(new ReplayFrame(endTime + h.HitWindowFor(OsuScoreResult.Hit50), prev.EndPosition.X, prev.EndPosition.Y, ReplayButtonState.None));
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if (!(h is Spinner)) addFrameToReplay(new ReplayFrame(h.StartTime - h.HitWindowFor(OsuScoreResult.Hit50), h.Position.X, h.Position.Y, ReplayButtonState.None));
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}
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else if (h.StartTime - h.HitWindowFor(OsuScoreResult.Hit100) > endTime + h.HitWindowFor(OsuScoreResult.Hit100) + 50)
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{
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if (!(prev is Spinner) && h.StartTime - endTime < 1000) addFrameToReplay(new ReplayFrame(endTime + h.HitWindowFor(OsuScoreResult.Hit100), prev.EndPosition.X, prev.EndPosition.Y, ReplayButtonState.None));
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if (!(h is Spinner)) addFrameToReplay(new ReplayFrame(h.StartTime - h.HitWindowFor(OsuScoreResult.Hit100), h.Position.X, h.Position.Y, ReplayButtonState.None));
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}
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}
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private void addHitObjectReplay(OsuHitObject h)
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{
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// Default values for circles/sliders
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Vector2 startPosition = h.Position;
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EasingTypes easing = preferredEasing;
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float spinnerDirection = -1;
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// The startPosition for the slider should not be its .Position, but the point on the circle whose tangent crosses the current cursor position
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// We also modify spinnerDirection so it spins in the direction it enters the spin circle, to make a smooth transition.
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// TODO: Shouldn't the spinner always spin in the same direction?
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if (h is Spinner)
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{
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calcSpinnerStartPosAndDirection(Frames[Frames.Count - 1].Position, out startPosition, out spinnerDirection);
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Vector2 spinCentreOffset = spinner_centre - Frames[Frames.Count - 1].Position;
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if (spinCentreOffset.Length > spin_radius)
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{
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// If moving in from the outside, don't ease out (default eases out). This means auto will "start" spinning immediately after moving into position.
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easing = EasingTypes.In;
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}
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}
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// Do some nice easing for cursor movements
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if (Frames.Count > 0)
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{
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moveToHitObject(h.StartTime, startPosition, h.Radius, easing);
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}
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// Add frames to click the hitobject
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addHitObjectClickFrames(h, startPosition, spinnerDirection);
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}
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private static void calcSpinnerStartPosAndDirection(Vector2 prevPos, out Vector2 startPosition, out float spinnerDirection)
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{
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Vector2 spinCentreOffset = spinner_centre - prevPos;
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float distFromCentre = spinCentreOffset.Length;
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float distToTangentPoint = (float)Math.Sqrt(distFromCentre * distFromCentre - spin_radius * spin_radius);
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if (distFromCentre > spin_radius)
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{
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// Previous cursor position was outside spin circle, set startPosition to the tangent point.
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// Angle between centre offset and tangent point offset.
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float angle = (float)Math.Asin(spin_radius / distFromCentre);
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if (angle > 0)
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{
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spinnerDirection = -1;
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}
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else
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{
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spinnerDirection = 1;
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}
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// Rotate by angle so it's parallel to tangent line
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spinCentreOffset.X = spinCentreOffset.X * (float)Math.Cos(angle) - spinCentreOffset.Y * (float)Math.Sin(angle);
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spinCentreOffset.Y = spinCentreOffset.X * (float)Math.Sin(angle) + spinCentreOffset.Y * (float)Math.Cos(angle);
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// Set length to distToTangentPoint
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spinCentreOffset.Normalize();
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spinCentreOffset *= distToTangentPoint;
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// Move along the tangent line, now startPosition is at the tangent point.
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startPosition = prevPos + spinCentreOffset;
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}
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else if (spinCentreOffset.Length > 0)
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{
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// Previous cursor position was inside spin circle, set startPosition to the nearest point on spin circle.
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startPosition = spinner_centre - spinCentreOffset * (spin_radius / spinCentreOffset.Length);
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spinnerDirection = 1;
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}
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else
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{
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// Degenerate case where cursor position is exactly at the centre of the spin circle.
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startPosition = spinner_centre + new Vector2(0, -spin_radius);
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spinnerDirection = 1;
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}
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}
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private void moveToHitObject(double targetTime, Vector2 targetPos, double hitObjectRadius, EasingTypes easing)
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{
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ReplayFrame lastFrame = Frames[Frames.Count - 1];
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// Wait until Auto could "see and react" to the next note.
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double waitTime = targetTime - Math.Max(0.0, DrawableOsuHitObject.TIME_PREEMPT - reactionTime);
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if (waitTime > lastFrame.Time)
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{
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lastFrame = new ReplayFrame(waitTime, lastFrame.MouseX, lastFrame.MouseY, lastFrame.ButtonState);
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addFrameToReplay(lastFrame);
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}
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Vector2 lastPosition = lastFrame.Position;
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double timeDifference = applyModsToTime(targetTime - lastFrame.Time);
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// Only "snap" to hitcircles if they are far enough apart. As the time between hitcircles gets shorter the snapping threshold goes up.
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if (timeDifference > 0 && // Sanity checks
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((lastPosition - targetPos).Length > hitObjectRadius * (1.5 + 100.0 / timeDifference) || // Either the distance is big enough
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timeDifference >= 266)) // ... or the beats are slow enough to tap anyway.
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{
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// Perform eased movement
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for (double time = lastFrame.Time + frameDelay; time < targetTime; time += frameDelay)
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{
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Vector2 currentPosition = Interpolation.ValueAt(time, lastPosition, targetPos, lastFrame.Time, targetTime, easing);
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addFrameToReplay(new ReplayFrame((int)time, currentPosition.X, currentPosition.Y, lastFrame.ButtonState));
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}
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buttonIndex = 0;
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}
|
||||
else
|
||||
{
|
||||
buttonIndex++;
|
||||
}
|
||||
}
|
||||
|
||||
// Add frames to click the hitobject
|
||||
private void addHitObjectClickFrames(OsuHitObject h, Vector2 startPosition, float spinnerDirection)
|
||||
{
|
||||
// Time to insert the first frame which clicks the object
|
||||
// Here we mainly need to determine which button to use
|
||||
ReplayButtonState button = buttonIndex % 2 == 0 ? ReplayButtonState.Left1 : ReplayButtonState.Right1;
|
||||
|
||||
ReplayFrame startFrame = new ReplayFrame(h.StartTime, startPosition.X, startPosition.Y, button);
|
||||
|
||||
// TODO: Why do we delay 1 ms if the object is a spinner? There already is KEY_UP_DELAY from hEndTime.
|
||||
double hEndTime = ((h as IHasEndTime)?.EndTime ?? h.StartTime) + KEY_UP_DELAY;
|
||||
int endDelay = h is Spinner ? 1 : 0;
|
||||
ReplayFrame endFrame = new ReplayFrame(hEndTime + endDelay, h.EndPosition.X, h.EndPosition.Y, ReplayButtonState.None);
|
||||
|
||||
// Decrement because we want the previous frame, not the next one
|
||||
int index = findInsertionIndex(startFrame) - 1;
|
||||
|
||||
// If the previous frame has a button pressed, force alternation.
|
||||
// If there are frames ahead, modify those to use the new button press.
|
||||
// Do we have a previous frame? No need to check for < replay.Count since we decremented!
|
||||
if (index >= 0)
|
||||
{
|
||||
ReplayFrame previousFrame = Frames[index];
|
||||
var previousButton = previousFrame.ButtonState;
|
||||
|
||||
// If a button is already held, then we simply alternate
|
||||
if (previousButton != ReplayButtonState.None)
|
||||
{
|
||||
Debug.Assert(previousButton != (ReplayButtonState.Left1 | ReplayButtonState.Right1));
|
||||
|
||||
// Force alternation if we have the same button. Otherwise we can just keep the naturally to us assigned button.
|
||||
if (previousButton == button)
|
||||
{
|
||||
button = (ReplayButtonState.Left1 | ReplayButtonState.Right1) & ~button;
|
||||
startFrame.ButtonState = button;
|
||||
}
|
||||
|
||||
// We always follow the most recent slider / spinner, so remove any other frames that occur while it exists.
|
||||
int endIndex = findInsertionIndex(endFrame);
|
||||
|
||||
if (index < Frames.Count - 1)
|
||||
Frames.RemoveRange(index + 1, Math.Max(0, endIndex - (index + 1)));
|
||||
|
||||
// After alternating we need to keep holding the other button in the future rather than the previous one.
|
||||
for (int j = index + 1; j < Frames.Count; ++j)
|
||||
{
|
||||
// Don't affect frames which stop pressing a button!
|
||||
if (j < Frames.Count - 1 || Frames[j].ButtonState == previousButton)
|
||||
Frames[j].ButtonState = button;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
addFrameToReplay(startFrame);
|
||||
|
||||
// We add intermediate frames for spinning / following a slider here.
|
||||
if (h is Spinner)
|
||||
{
|
||||
Spinner s = h as Spinner;
|
||||
|
||||
Vector2 difference = startPosition - spinner_centre;
|
||||
|
||||
float radius = difference.Length;
|
||||
float angle = radius == 0 ? 0 : (float)Math.Atan2(difference.Y, difference.X);
|
||||
|
||||
double t;
|
||||
|
||||
for (double j = h.StartTime + frameDelay; j < s.EndTime; j += frameDelay)
|
||||
{
|
||||
t = applyModsToTime(j - h.StartTime) * spinnerDirection;
|
||||
|
||||
Vector2 pos = spinner_centre + circlePosition(t / 20 + angle, spin_radius);
|
||||
addFrameToReplay(new ReplayFrame((int)j, pos.X, pos.Y, button));
|
||||
}
|
||||
|
||||
t = applyModsToTime(s.EndTime - h.StartTime) * spinnerDirection;
|
||||
Vector2 endPosition = spinner_centre + circlePosition(t / 20 + angle, spin_radius);
|
||||
|
||||
addFrameToReplay(new ReplayFrame(s.EndTime, endPosition.X, endPosition.Y, button));
|
||||
|
||||
endFrame.MouseX = endPosition.X;
|
||||
endFrame.MouseY = endPosition.Y;
|
||||
}
|
||||
else if (h is Slider)
|
||||
{
|
||||
Slider s = h as Slider;
|
||||
|
||||
for (double j = frameDelay; j < s.Duration; j += frameDelay)
|
||||
{
|
||||
Vector2 pos = s.PositionAt(j / s.Duration);
|
||||
addFrameToReplay(new ReplayFrame(h.StartTime + j, pos.X, pos.Y, button));
|
||||
}
|
||||
|
||||
addFrameToReplay(new ReplayFrame(s.EndTime, s.EndPosition.X, s.EndPosition.Y, button));
|
||||
}
|
||||
|
||||
// We only want to let go of our button if we are at the end of the current replay. Otherwise something is still going on after us so we need to keep the button pressed!
|
||||
if (Frames[Frames.Count - 1].Time <= endFrame.Time)
|
||||
addFrameToReplay(endFrame);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user