`KeysPerSecondCounter` now depends on `KeysPerSecondCalculator` via the
`BackgroundDependencyLoaderAttribute` method, making it appear only in a
gameplay context without requiring `GameplayClock` without using it.
gathering
KPS Calculator now uses DI to retrieve the clocks. Using `HUDOverlay` it
is now cached for `KeysPerSecondCounter`s to resolve it. This also
allows to make an "Attach" flow like `KeyCounter`.
- Remove '#nullable disable' in KeysPerSecondCalculator and
KeysPerSecondCounter
- Remove KeysPerSecondCalculator IDisposable implementation
- Make KeysPerSecondCalculator static instance initialized once by
KeysPerSecondCounters
- Auto transfer dependencies from KeysPerSecondCounter to
KeysPerSecondCalculator using Resolved properties
- Add internal reset logic to KeysPerSecondCalculator and make it
independent from Player
- Use GameplayClock.TrueGameplayRate to get real-time rate. If 0 then it
defaults to the last non 0 rate if no such mod is enabled
The counter implementaiton is now list based, and will not invalidate
previous hits by removing them but by testing if they are within the 1
second span, allowing better integration with replays and spectators.
It is an expectation of users that when the HUD is shown after a period
of being hidden, it will visually reflect the state based on recent
judgements.
To achieve this, I've added `AlwaysPresent` and moved the transform
application to the meter level, rather than at a child level. If this is
seen as a bad direction, `AlwaysPresent` can be applied to the drawable
children and the transforms can be moved back.
Also of note, `ColourHitErrorMeter` is pretty weird. The flow class
could potentially be removed and reduce `AlwaysPresent` usage by one.
Can do that refactor as part of this PR if preferred.
Closes#18624.
Handling was recently added to handle the usage in
`Skin.GetDrawableCompoent`, but it turns out this is also required for
`DrawableExtensions.ApplySkinnableInfo` which can throw in a similar
fashion.
Found while working on sprite support for the editor, where this becomes
an actual issue (ie. switching to a branch where the new sprite support
is not present can cause unexpected crashes).