1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-11 09:27:29 +08:00

Fix taiko replay frames being mis-ordered

This commit is contained in:
smoogipoo 2020-01-03 16:24:29 +09:00
parent 04d4059103
commit 97b4c65554

View File

@ -121,9 +121,7 @@ namespace osu.Game.Rulesets.Taiko.Replays
var nextHitObject = GetNextObject(i); // Get the next object that requires pressing the same button
bool canDelayKeyUp = nextHitObject == null || nextHitObject.StartTime > endTime + KEY_UP_DELAY;
double calculatedDelay = canDelayKeyUp ? KEY_UP_DELAY : (nextHitObject.StartTime - endTime) * 0.9;
Frames.Add(new TaikoReplayFrame(endTime + calculatedDelay));
if (i < Beatmap.HitObjects.Count - 1)
@ -138,24 +136,5 @@ namespace osu.Game.Rulesets.Taiko.Replays
return Replay;
}
protected override HitObject GetNextObject(int currentIndex)
{
Type desiredType = Beatmap.HitObjects[currentIndex].GetType();
for (int i = currentIndex + 1; i < Beatmap.HitObjects.Count; i++)
{
var currentObj = Beatmap.HitObjects[i];
if (currentObj.GetType() == desiredType ||
// Un-press all keys before a DrumRoll or Swell
currentObj is DrumRoll || currentObj is Swell)
{
return Beatmap.HitObjects[i];
}
}
return null;
}
}
}