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mirror of https://github.com/ppy/osu.git synced 2024-09-22 06:47:24 +08:00

Fix regression in idle behaviour and refactor further

This commit is contained in:
Dean Herbert 2021-07-15 14:56:49 +09:00
parent 5ecf6511e6
commit c47ff1919c

View File

@ -21,6 +21,8 @@ namespace osu.Game.Graphics.Containers
/// This container does not set its own clock to the source used for beat matching.
/// This means that if the beat source clock is playing faster or slower, animations may unexpectedly overlap.
/// Make sure this container's Clock is also set to the expected source (or within a parent element which provides this).
///
/// This container will also trigger beat events when the beat matching clock is paused at <see cref="TimingControlPoint.DEFAULT"/>'s BPM.
/// </remarks>
public class BeatSyncedContainer : Container
{
@ -53,6 +55,9 @@ namespace osu.Game.Graphics.Containers
/// </summary>
public double MinimumBeatLength { get; set; }
/// <summary>
/// Whether this container is currently tracking a beatmap's timing data.
/// </summary>
protected bool IsBeatSyncedWithTrack { get; private set; }
protected virtual void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
@ -84,35 +89,36 @@ namespace osu.Game.Graphics.Containers
ITrack track = null;
IBeatmap beatmap = null;
double currentTrackTime = 0;
TimingControlPoint timingPoint;
EffectControlPoint effectPoint;
TimingControlPoint timingPoint = null;
EffectControlPoint effectPoint = null;
var clock = BeatSyncClock;
IClock clock = BeatSyncClock;
if (clock == null)
return;
double currentTrackTime = clock.CurrentTime + EarlyActivationMilliseconds;
if (Beatmap.Value.TrackLoaded && Beatmap.Value.BeatmapLoaded)
{
track = Beatmap.Value.Track;
beatmap = Beatmap.Value.Beatmap;
}
if (track != null && beatmap != null && clock.IsRunning && track.Length > 0)
IsBeatSyncedWithTrack = beatmap != null && clock.IsRunning && track?.Length > 0;
if (IsBeatSyncedWithTrack)
{
currentTrackTime = clock.CurrentTime + EarlyActivationMilliseconds;
Debug.Assert(beatmap != null);
timingPoint = beatmap.ControlPointInfo.TimingPointAt(currentTrackTime);
effectPoint = beatmap.ControlPointInfo.EffectPointAt(currentTrackTime);
}
IsBeatSyncedWithTrack = timingPoint?.BeatLength > 0;
if (!IsBeatSyncedWithTrack)
else
{
currentTrackTime = clock.CurrentTime;
// this may be the case where the beat syncing clock has been paused.
// we still want to show an idle animation, so use this container's time instead.
currentTrackTime = Clock.CurrentTime;
timingPoint = TimingControlPoint.DEFAULT;
effectPoint = EffectControlPoint.DEFAULT;
}