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