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Use previous logic for catching-up mode

This commit is contained in:
Dean Herbert 2020-10-27 17:14:41 +09:00
parent 03d566da35
commit b8beac27ce

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@ -197,9 +197,11 @@ namespace osu.Game.Rulesets.UI
manualClock.Rate = Math.Abs(parentGameplayClock.Rate) * direction; manualClock.Rate = Math.Abs(parentGameplayClock.Rate) * direction;
manualClock.IsRunning = parentGameplayClock.IsRunning; manualClock.IsRunning = parentGameplayClock.IsRunning;
requireMoreUpdateLoops |= manualClock.CurrentTime != parentGameplayClock.CurrentTime; double timeBehind = Math.Abs(manualClock.CurrentTime - parentGameplayClock.CurrentTime);
frameStableClock.IsCatchingUp.Value = requireMoreUpdateLoops; requireMoreUpdateLoops |= timeBehind != 0;
frameStableClock.IsCatchingUp.Value = timeBehind > 200;
// The manual clock time has changed in the above code. The framed clock now needs to be updated // The manual clock time has changed in the above code. The framed clock now needs to be updated
// to ensure that the its time is valid for our children before input is processed // to ensure that the its time is valid for our children before input is processed