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Remove implementation at Player
level
Turns out this isn't required in the end due to implementation at `MasterGameplayClockContainer`.
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parent
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@ -8,7 +8,6 @@ using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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@ -17,10 +16,8 @@ using osu.Framework.Input.Events;
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using osu.Framework.Logging;
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using osu.Framework.Logging;
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using osu.Framework.Screens;
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using osu.Framework.Screens;
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using osu.Framework.Threading;
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using osu.Framework.Threading;
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using osu.Framework.Timing;
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using osu.Game.Audio;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Configuration;
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using osu.Game.Configuration;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.Containers;
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using osu.Game.IO.Archives;
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using osu.Game.IO.Archives;
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@ -41,7 +38,7 @@ using osuTK.Graphics;
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namespace osu.Game.Screens.Play
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namespace osu.Game.Screens.Play
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{
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{
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[Cached]
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[Cached]
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public abstract class Player : ScreenWithBeatmapBackground, ISamplePlaybackDisabler, ILocalUserPlayInfo, IBeatSyncProvider
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public abstract class Player : ScreenWithBeatmapBackground, ISamplePlaybackDisabler, ILocalUserPlayInfo
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{
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{
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/// <summary>
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/// <summary>
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/// The delay upon completion of the beatmap before displaying the results screen.
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/// The delay upon completion of the beatmap before displaying the results screen.
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@ -1111,9 +1108,5 @@ namespace osu.Game.Screens.Play
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IBindable<bool> ISamplePlaybackDisabler.SamplePlaybackDisabled => samplePlaybackDisabled;
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IBindable<bool> ISamplePlaybackDisabler.SamplePlaybackDisabled => samplePlaybackDisabled;
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IBindable<bool> ILocalUserPlayInfo.IsPlaying => LocalUserPlaying;
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IBindable<bool> ILocalUserPlayInfo.IsPlaying => LocalUserPlaying;
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ControlPointInfo IBeatSyncProvider.ControlPoints => Beatmap.Value.Beatmap.ControlPointInfo;
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IClock IBeatSyncProvider.Clock => GameplayClockContainer.GameplayClock;
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ChannelAmplitudes? IBeatSyncProvider.Amplitudes => Beatmap.Value.TrackLoaded ? Beatmap.Value.Track.CurrentAmplitudes : (ChannelAmplitudes?)null;
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}
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}
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}
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}
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