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Improve Autopilot cursor movement
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parent
4dd2d47458
commit
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@ -7,12 +7,14 @@ using System.Linq;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input.StateChanges;
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using osu.Framework.Localisation;
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using osu.Framework.Utils;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Replays;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.UI;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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@ -47,15 +49,29 @@ namespace osu.Game.Rulesets.Osu.Mods
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double time = playfield.Clock.CurrentTime;
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// Very naive implementation of autopilot based on proximity to replay frames.
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// Special case for the first frame is required to ensure the mouse is in a sane position until the actual time of the first frame is hit.
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// TODO: this needs to be based on user interactions to better match stable (pausing until judgement is registered).
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if (currentFrame < 0 || Math.Abs(replayFrames[currentFrame + 1].Time - time) <= Math.Abs(replayFrames[currentFrame].Time - time))
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while (currentFrame < replayFrames.Count - 1 && time > replayFrames[currentFrame + 1].Time)
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{
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currentFrame++;
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new MousePositionAbsoluteInput { Position = playfield.ToScreenSpace(replayFrames[currentFrame].Position) }.Apply(inputManager.CurrentState, inputManager);
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}
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// Very naive implementation of autopilot based on interpolation between replay frames.
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// Special case for the first frame is required to ensure the mouse is in a sane position until the actual time of the first frame is hit.
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// TODO: this needs to be based on user interactions to better match stable (pausing until judgement is registered).
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Vector2 position = Vector2.Zero;
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if (currentFrame < 0)
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{
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position = replayFrames.First().Position;
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}
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else if (currentFrame == replayFrames.Count - 1)
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{
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position = replayFrames.Last().Position;
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}
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else
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{
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position = Interpolation.ValueAt(time, replayFrames[currentFrame].Position, replayFrames[currentFrame + 1].Position, replayFrames[currentFrame].Time, replayFrames[currentFrame + 1].Time);
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}
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new MousePositionAbsoluteInput { Position = playfield.ToScreenSpace(position) }.Apply(inputManager.CurrentState, inputManager);
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// TODO: Implement the functionality to automatically spin spinners
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}
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