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Merge branch 'better_taiko_keys' into taiko_drumroll_drawable
Conflicts: osu.Game.Modes.Taiko/Objects/Drawable/DrawableTaikoHitObject.cs osu.Game.Modes.Taiko/osu.Game.Modes.Taiko.csproj
This commit is contained in:
commit
e5c674a051
@ -29,7 +29,7 @@ namespace osu.Game.Modes.Osu
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createAutoReplay();
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}
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internal class LegacyReplayFrameComparer : IComparer<LegacyReplayFrame>
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private class LegacyReplayFrameComparer : IComparer<LegacyReplayFrame>
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{
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public int Compare(LegacyReplayFrame f1, LegacyReplayFrame f2)
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{
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85
osu.Game.Modes.Taiko/Objects/Drawable/DrawableAccentedHit.cs
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85
osu.Game.Modes.Taiko/Objects/Drawable/DrawableAccentedHit.cs
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@ -0,0 +1,85 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using OpenTK.Input;
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using System;
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using System.Linq;
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using osu.Framework.Input;
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namespace osu.Game.Modes.Taiko.Objects.Drawable
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{
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public abstract class DrawableAccentedHit : DrawableHit
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{
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/// <summary>
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/// The lenience for the second key press.
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/// This does not adjust by map difficulty in ScoreV2 yet.
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/// </summary>
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private const double second_hit_window = 30;
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private double firstHitTime;
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private bool firstKeyHeld;
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private Key firstHitKey;
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protected DrawableAccentedHit(Hit hit)
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: base(hit)
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{
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}
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protected override void CheckJudgement(bool userTriggered)
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{
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if (!Judgement.Result.HasValue)
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{
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base.CheckJudgement(userTriggered);
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return;
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}
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if (!userTriggered)
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return;
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// If we get here, we're assured that the key pressed is the correct secondary key
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if (Math.Abs(firstHitTime - Time.Current) < second_hit_window)
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Judgement.SecondHit = true;
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}
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protected override bool HandleKeyPress(Key key)
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{
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// Check if we've handled the first key
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if (!Judgement.Result.HasValue)
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{
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// First key hasn't been handled yet, attempt to handle it
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bool handled = base.HandleKeyPress(key);
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if (handled)
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{
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firstHitTime = Time.Current;
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firstHitKey = key;
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}
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return handled;
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}
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// If we've already hit the second key, don't handle this object any further
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if (Judgement.SecondHit)
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return false;
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// Don't handle represses of the first key
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if (firstHitKey == key)
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return false;
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// Don't handle invalid hit key presses
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if (!HitKeys.Contains(key))
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return false;
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// Assume the intention was to hit the accented hit with both keys only if the first key is still being held down
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return firstKeyHeld && UpdateJudgement(true);
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}
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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firstKeyHeld = state.Keyboard.Keys.Contains(firstHitKey);
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return base.OnKeyDown(state, args);
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}
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}
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}
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67
osu.Game.Modes.Taiko/Objects/Drawable/DrawableHit.cs
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67
osu.Game.Modes.Taiko/Objects/Drawable/DrawableHit.cs
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@ -0,0 +1,67 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using OpenTK.Input;
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using osu.Game.Modes.Objects.Drawables;
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using osu.Game.Modes.Taiko.Judgements;
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using System;
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using System.Collections.Generic;
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namespace osu.Game.Modes.Taiko.Objects.Drawable
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{
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public abstract class DrawableHit : DrawableTaikoHitObject
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{
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/// <summary>
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/// A list of keys which can result in hits for this HitObject.
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/// </summary>
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protected abstract List<Key> HitKeys { get; }
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private readonly Hit hit;
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/// <summary>
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/// Whether the last key pressed is a valid hit key.
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/// </summary>
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private bool validKeyPressed;
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protected DrawableHit(Hit hit)
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: base(hit)
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{
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this.hit = hit;
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}
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protected override void CheckJudgement(bool userTriggered)
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{
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if (!userTriggered)
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{
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if (Judgement.TimeOffset > hit.HitWindowGood)
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Judgement.Result = HitResult.Miss;
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return;
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}
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double hitOffset = Math.Abs(Judgement.TimeOffset);
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if (hitOffset > hit.HitWindowMiss)
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return;
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if (!validKeyPressed)
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Judgement.Result = HitResult.Miss;
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else if (hitOffset < hit.HitWindowGood)
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{
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Judgement.Result = HitResult.Hit;
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Judgement.TaikoResult = hitOffset < hit.HitWindowGreat ? TaikoHitResult.Great : TaikoHitResult.Good;
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}
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else
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Judgement.Result = HitResult.Miss;
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}
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protected override bool HandleKeyPress(Key key)
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{
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if (Judgement.Result.HasValue)
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return false;
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validKeyPressed = HitKeys.Contains(key);
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return UpdateJudgement(true);
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}
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}
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}
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@ -1,14 +1,23 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using OpenTK.Input;
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using osu.Framework.Graphics;
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using osu.Game.Modes.Objects.Drawables;
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using osu.Game.Modes.Taiko.Judgements;
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using System.Collections.Generic;
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using osu.Framework.Input;
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namespace osu.Game.Modes.Taiko.Objects.Drawable
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{
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public abstract class DrawableTaikoHitObject : DrawableHitObject<TaikoHitObject, TaikoJudgement>
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{
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/// <summary>
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/// A list of keys which this hit object will accept. These are the standard Taiko keys for now.
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/// These should be moved to bindings later.
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/// </summary>
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private readonly List<Key> validKeys = new List<Key>(new[] { Key.D, Key.F, Key.J, Key.K });
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protected DrawableTaikoHitObject(TaikoHitObject hitObject)
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: base(hitObject)
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{
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@ -42,5 +51,21 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
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{
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UpdateScrollPosition(Time.Current);
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}
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protected virtual bool HandleKeyPress(Key key) { return false; }
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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// Make sure we don't handle held-down keys
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if (args.Repeat)
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return false;
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// Check if we've pressed a valid taiko key
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if (!validKeys.Contains(args.Key))
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return false;
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// Handle it!
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return HandleKeyPress(args.Key);
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}
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}
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}
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@ -52,6 +52,8 @@
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<Compile Include="Judgements\TaikoDrumRollTickJudgement.cs" />
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<Compile Include="Judgements\TaikoJudgement.cs" />
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<Compile Include="Judgements\TaikoHitResult.cs" />
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<Compile Include="Objects\Drawable\DrawableHit.cs" />
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<Compile Include="Objects\Drawable\DrawableAccentedHit.cs" />
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<Compile Include="Objects\Drawable\DrawableDrumRoll.cs" />
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<Compile Include="Objects\Drawable\DrawableDrumRollTick.cs" />
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<Compile Include="Objects\Drawable\DrawableTaikoHitObject.cs" />
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@ -101,7 +101,7 @@ namespace osu.Game.Database
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using (var lzma = new LzmaStream(properties, replayInStream, compressedSize, outSize))
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using (var reader = new StreamReader(lzma))
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score.Replay = new LegacyReplay(reader);
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score.Replay = score.CreateLegacyReplayFrom(reader);
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}
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}
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@ -46,13 +46,13 @@ namespace osu.Game.Modes
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}
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}
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public override ReplayInputHandler GetInputHandler() => new LegacyReplayInputHandler(Frames);
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public override ReplayInputHandler CreateInputHandler() => new LegacyReplayInputHandler(Frames);
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/// <summary>
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/// The ReplayHandler will take a replay and handle the propagation of updates to the input stack.
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/// It handles logic of any frames which *must* be executed.
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/// </summary>
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public class LegacyReplayInputHandler : ReplayInputHandler
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protected class LegacyReplayInputHandler : ReplayInputHandler
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{
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private readonly List<LegacyReplayFrame> replayContent;
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@ -163,7 +163,7 @@ namespace osu.Game.Modes
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return currentTime = time;
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}
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private class ReplayMouseState : MouseState
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protected class ReplayMouseState : MouseState
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{
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public ReplayMouseState(Vector2 position, IEnumerable<MouseButton> list)
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{
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@ -172,7 +172,7 @@ namespace osu.Game.Modes
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}
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}
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private class ReplayKeyboardState : KeyboardState
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protected class ReplayKeyboardState : KeyboardState
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{
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public ReplayKeyboardState(List<Key> keys)
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{
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@ -182,7 +182,7 @@ namespace osu.Game.Modes
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}
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[Flags]
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public enum LegacyButtonState
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protected enum LegacyButtonState
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{
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None = 0,
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Left1 = 1,
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@ -192,7 +192,7 @@ namespace osu.Game.Modes
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Smoke = 16
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}
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public class LegacyReplayFrame
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protected class LegacyReplayFrame
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{
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public Vector2 Position => new Vector2(MouseX, MouseY);
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@ -157,7 +157,7 @@ namespace osu.Game.Modes.Mods
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public void Apply(HitRenderer<T> hitRenderer)
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{
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hitRenderer.InputManager.ReplayInputHandler = CreateReplayScore(hitRenderer.Beatmap)?.Replay?.GetInputHandler();
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hitRenderer.InputManager.ReplayInputHandler = CreateReplayScore(hitRenderer.Beatmap)?.Replay?.CreateInputHandler();
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}
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}
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@ -7,6 +7,6 @@ namespace osu.Game.Modes
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{
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public abstract class Replay
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{
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public virtual ReplayInputHandler GetInputHandler() => null;
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public virtual ReplayInputHandler CreateInputHandler() => null;
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}
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}
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@ -6,6 +6,7 @@ using Newtonsoft.Json;
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using osu.Game.Database;
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using osu.Game.Modes.Mods;
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using osu.Game.Users;
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using System.IO;
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namespace osu.Game.Modes.Scoring
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{
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@ -43,6 +44,13 @@ namespace osu.Game.Modes.Scoring
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[JsonProperty(@"date")]
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public DateTime Date;
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/// <summary>
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/// Creates a legacy replay which is read from a stream.
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/// </summary>
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/// <param name="reader">The stream reader.</param>
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/// <returns>The replay.</returns>
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public virtual Replay CreateLegacyReplayFrom(StreamReader reader) => new LegacyReplay(reader);
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// [JsonProperty(@"count50")] 0,
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//[JsonProperty(@"count100")] 0,
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//[JsonProperty(@"count300")] 100,
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@ -126,7 +126,7 @@ namespace osu.Game
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Beatmap.Value = BeatmapDatabase.GetWorkingBeatmap(s.Beatmap);
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menu.Push(new PlayerLoader(new Player { ReplayInputHandler = s.Replay.GetInputHandler() }));
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menu.Push(new PlayerLoader(new Player { ReplayInputHandler = s.Replay.CreateInputHandler() }));
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}
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protected override void LoadComplete()
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