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Use IGameplayClock for rate

This commit is contained in:
Poyo 2023-11-12 12:14:19 -08:00
parent 8c36604e58
commit e67725f5d6

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@ -154,6 +154,9 @@ namespace osu.Game.Rulesets.Objects.Drawables
[Resolved(CanBeNull = true)] [Resolved(CanBeNull = true)]
private IPooledHitObjectProvider pooledObjectProvider { get; set; } private IPooledHitObjectProvider pooledObjectProvider { get; set; }
[Resolved]
private IGameplayClock gameplayClock { get; set; } = null!;
/// <summary> /// <summary>
/// Whether the initialization logic in <see cref="Playfield" /> has applied. /// Whether the initialization logic in <see cref="Playfield" /> has applied.
/// </summary> /// </summary>
@ -704,7 +707,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
} }
Result.RawTime = Time.Current; Result.RawTime = Time.Current;
Result.GameplayRate = Clock.Rate; Result.GameplayRate = gameplayClock.GetTrueGameplayRate();
if (Result.HasResult) if (Result.HasResult)
updateState(Result.IsHit ? ArmedState.Hit : ArmedState.Miss); updateState(Result.IsHit ? ArmedState.Hit : ArmedState.Miss);