mirror of
https://github.com/ppy/osu.git
synced 2024-12-14 09:32:55 +08:00
Merge pull request #1980 from smoogipoo/fix-taiko-fastforwarding
Fix taiko and mania missing when fastforwarding replays
This commit is contained in:
commit
f78fbc32f4
@ -35,8 +35,8 @@ namespace osu.Game.Rulesets.Taiko.Replays
|
||||
{
|
||||
bool hitButton = true;
|
||||
|
||||
Frames.Add(new ReplayFrame(-100000, null, null, ReplayButtonState.None));
|
||||
Frames.Add(new ReplayFrame(Beatmap.HitObjects[0].StartTime - 1000, null, null, ReplayButtonState.None));
|
||||
Frames.Add(new TaikoReplayFrame(-100000, ReplayButtonState.None));
|
||||
Frames.Add(new TaikoReplayFrame(Beatmap.HitObjects[0].StartTime - 1000, ReplayButtonState.None));
|
||||
|
||||
for (int i = 0; i < Beatmap.HitObjects.Count; i++)
|
||||
{
|
||||
@ -76,7 +76,7 @@ namespace osu.Game.Rulesets.Taiko.Replays
|
||||
break;
|
||||
}
|
||||
|
||||
Frames.Add(new ReplayFrame(j, null, null, button));
|
||||
Frames.Add(new TaikoReplayFrame(j, button));
|
||||
d = (d + 1) % 4;
|
||||
if (++count == req)
|
||||
break;
|
||||
@ -86,7 +86,7 @@ namespace osu.Game.Rulesets.Taiko.Replays
|
||||
{
|
||||
foreach (var tick in drumRoll.NestedHitObjects.OfType<DrumRollTick>())
|
||||
{
|
||||
Frames.Add(new ReplayFrame(tick.StartTime, null, null, hitButton ? ReplayButtonState.Right1 : ReplayButtonState.Right2));
|
||||
Frames.Add(new TaikoReplayFrame(tick.StartTime, hitButton ? ReplayButtonState.Right1 : ReplayButtonState.Right2));
|
||||
hitButton = !hitButton;
|
||||
}
|
||||
}
|
||||
@ -107,18 +107,18 @@ namespace osu.Game.Rulesets.Taiko.Replays
|
||||
button = hitButton ? ReplayButtonState.Left1 : ReplayButtonState.Left2;
|
||||
}
|
||||
|
||||
Frames.Add(new ReplayFrame(h.StartTime, null, null, button));
|
||||
Frames.Add(new TaikoReplayFrame(h.StartTime, button));
|
||||
}
|
||||
else
|
||||
throw new InvalidOperationException("Unknown hit object type.");
|
||||
|
||||
Frames.Add(new ReplayFrame(endTime + KEY_UP_DELAY, null, null, ReplayButtonState.None));
|
||||
Frames.Add(new TaikoReplayFrame(endTime + KEY_UP_DELAY, ReplayButtonState.None));
|
||||
|
||||
if (i < Beatmap.HitObjects.Count - 1)
|
||||
{
|
||||
double waitTime = Beatmap.HitObjects[i + 1].StartTime - 1000;
|
||||
if (waitTime > endTime)
|
||||
Frames.Add(new ReplayFrame(waitTime, null, null, ReplayButtonState.None));
|
||||
Frames.Add(new TaikoReplayFrame(waitTime, ReplayButtonState.None));
|
||||
}
|
||||
|
||||
hitButton = !hitButton;
|
||||
|
17
osu.Game.Rulesets.Taiko/Replays/TaikoReplayFrame.cs
Normal file
17
osu.Game.Rulesets.Taiko/Replays/TaikoReplayFrame.cs
Normal file
@ -0,0 +1,17 @@
|
||||
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using osu.Game.Rulesets.Replays;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Replays
|
||||
{
|
||||
public class TaikoReplayFrame : ReplayFrame
|
||||
{
|
||||
public override bool IsImportant => MouseLeft || MouseRight;
|
||||
|
||||
public TaikoReplayFrame(double time, ReplayButtonState buttons)
|
||||
: base(time, null, null, buttons)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
@ -95,6 +95,7 @@
|
||||
<Compile Include="Replays\TaikoAutoGenerator.cs" />
|
||||
<Compile Include="Objects\TaikoHitObject.cs" />
|
||||
<Compile Include="Objects\TaikoHitObjectDifficulty.cs" />
|
||||
<Compile Include="Replays\TaikoReplayFrame.cs" />
|
||||
<Compile Include="TaikoDifficultyCalculator.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<Compile Include="Scoring\TaikoScoreProcessor.cs" />
|
||||
|
@ -136,9 +136,20 @@ namespace osu.Game.Rulesets.UI
|
||||
int loops = 0;
|
||||
|
||||
while (validState && requireMoreUpdateLoops && loops++ < max_catch_up_updates_per_frame)
|
||||
{
|
||||
if (!base.UpdateSubTree())
|
||||
return false;
|
||||
|
||||
if (isAttached)
|
||||
{
|
||||
// When handling replay input, we need to consider the possibility of fast-forwarding, which may cause the clock to be updated
|
||||
// to a point very far into the future, then playing a frame at that time. In such a case, lifetime MUST be updated before
|
||||
// input is handled. This is why base.Update is not called from the derived Update when handling replay input, and is instead
|
||||
// called manually at the correct time here.
|
||||
base.Update();
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -173,8 +184,11 @@ namespace osu.Game.Rulesets.UI
|
||||
// to ensure that the its time is valid for our children before input is processed
|
||||
Clock.ProcessFrame();
|
||||
|
||||
// Process input
|
||||
base.Update();
|
||||
if (!isAttached)
|
||||
{
|
||||
// For non-replay input handling, this provides equivalent input ordering as if Update was not overridden
|
||||
base.Update();
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
Loading…
Reference in New Issue
Block a user