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Localise offset clock usage out of Player as much as possible
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@ -56,11 +56,6 @@ namespace osu.Game.Screens.Play
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private IAdjustableClock sourceClock;
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/// <summary>
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/// The final usable gameplay clock with user-set offsets applied.
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/// </summary>
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private FramedOffsetClock offsetClock;
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/// <summary>
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/// The decoupled clock used for gameplay. Should be used for seeks and clock control.
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/// </summary>
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@ -156,7 +151,8 @@ namespace osu.Game.Screens.Play
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adjustableClock.ProcessFrame();
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offsetClock = new FramedOffsetClock(adjustableClock);
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// the final usable gameplay clock with user-set offsets applied.
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var offsetClock = new FramedOffsetClock(adjustableClock);
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userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset);
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userAudioOffset.ValueChanged += v => offsetClock.Offset = v;
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@ -179,28 +175,23 @@ namespace osu.Game.Screens.Play
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OnResume = () => hudOverlay.KeyCounter.IsCounting = true,
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Children = new Drawable[]
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{
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new Container
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storyboardContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Clock = offsetClock,
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ProcessCustomClock = false,
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Children = new[]
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{
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storyboardContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = 0,
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},
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RulesetContainer,
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}
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Alpha = 0,
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},
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RulesetContainer,
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new SkipButton(firstObjectTime)
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{
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Clock = Clock, // skip button doesn't want to use the audio clock directly
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ProcessCustomClock = false,
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AdjustableClock = adjustableClock,
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FramedClock = offsetClock,
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},
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hudOverlay = new HUDOverlay(scoreProcessor, RulesetContainer, working, offsetClock, adjustableClock)
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{
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Clock = Clock, // hud overlay doesn't want to use the audio clock directly
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ProcessCustomClock = false,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre
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},
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@ -208,7 +199,6 @@ namespace osu.Game.Screens.Play
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Clock = offsetClock,
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ProcessCustomClock = false,
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Breaks = beatmap.Breaks
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}
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