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Propagate clock state from editor to gameplay test

This commit is contained in:
Bartłomiej Dach 2021-11-12 12:50:38 +01:00
parent ca239ca40a
commit d2ddc25ab3
No known key found for this signature in database
GPG Key ID: BCECCD4FA41F6497
3 changed files with 28 additions and 12 deletions

View File

@ -325,6 +325,19 @@ namespace osu.Game.Screens.Edit
/// </summary> /// </summary>
public void UpdateClockSource() => clock.ChangeSource(Beatmap.Value.Track); public void UpdateClockSource() => clock.ChangeSource(Beatmap.Value.Track);
/// <summary>
/// Creates an <see cref="EditorState"/> instance representing the current state of the editor.
/// </summary>
/// <param name="nextBeatmap">
/// The next beatmap to be shown, in the case of difficulty switch.
/// <see langword="null"/> indicates that the beatmap will not be changing.
/// </param>
private EditorState getState([CanBeNull] BeatmapInfo nextBeatmap = null) => new EditorState
{
Time = clock.CurrentTimeAccurate,
ClipboardContent = nextBeatmap == null || editorBeatmap.BeatmapInfo.RulesetID == nextBeatmap.RulesetID ? Clipboard.Content.Value : string.Empty
};
/// <summary> /// <summary>
/// Restore the editor to a provided state. /// Restore the editor to a provided state.
/// </summary> /// </summary>
@ -780,11 +793,7 @@ namespace osu.Game.Screens.Edit
return new DifficultyMenuItem(beatmapInfo, isCurrentDifficulty, SwitchToDifficulty); return new DifficultyMenuItem(beatmapInfo, isCurrentDifficulty, SwitchToDifficulty);
} }
protected void SwitchToDifficulty(BeatmapInfo nextBeatmap) => loader?.ScheduleDifficultySwitch(nextBeatmap, new EditorState protected void SwitchToDifficulty(BeatmapInfo nextBeatmap) => loader?.ScheduleDifficultySwitch(nextBeatmap, getState(nextBeatmap));
{
Time = clock.CurrentTimeAccurate,
ClipboardContent = editorBeatmap.BeatmapInfo.RulesetID == nextBeatmap.RulesetID ? Clipboard.Content.Value : string.Empty
});
private void cancelExit() private void cancelExit()
{ {
@ -807,7 +816,7 @@ namespace osu.Game.Screens.Edit
pushEditorPlayer(); pushEditorPlayer();
} }
void pushEditorPlayer() => this.Push(new EditorPlayerLoader()); void pushEditorPlayer() => this.Push(new EditorPlayerLoader(getState()));
} }
public double SnapTime(double time, double? referenceTime) => editorBeatmap.SnapTime(time, referenceTime); public double SnapTime(double time, double? referenceTime) => editorBeatmap.SnapTime(time, referenceTime);

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@ -3,6 +3,7 @@
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Screens; using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Overlays; using osu.Game.Overlays;
using osu.Game.Screens.Play; using osu.Game.Screens.Play;
@ -10,14 +11,20 @@ namespace osu.Game.Screens.Edit.GameplayTest
{ {
public class EditorPlayer : Player public class EditorPlayer : Player
{ {
public EditorPlayer() private readonly EditorState editorState;
: base(new PlayerConfiguration { ShowResults = false })
{
}
[Resolved] [Resolved]
private MusicController musicController { get; set; } private MusicController musicController { get; set; }
public EditorPlayer(EditorState editorState)
: base(new PlayerConfiguration { ShowResults = false })
{
this.editorState = editorState;
}
protected override GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart)
=> new MasterGameplayClockContainer(beatmap, editorState.Time, true);
protected override void LoadComplete() protected override void LoadComplete()
{ {
base.LoadComplete(); base.LoadComplete();

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@ -14,8 +14,8 @@ namespace osu.Game.Screens.Edit.GameplayTest
[Resolved] [Resolved]
private OsuLogo osuLogo { get; set; } private OsuLogo osuLogo { get; set; }
public EditorPlayerLoader() public EditorPlayerLoader(EditorState editorState)
: base(() => new EditorPlayer()) : base(() => new EditorPlayer(editorState))
{ {
} }