// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Collections.Generic; using System.Linq; using osu.Framework.Input.StateChanges; using osu.Framework.Utils; using osu.Game.Replays; using osu.Game.Rulesets.Replays; namespace osu.Game.Rulesets.Catch.Replays { public class CatchFramedReplayInputHandler : FramedReplayInputHandler { public CatchFramedReplayInputHandler(Replay replay) : base(replay) { } protected override bool IsImportant(CatchReplayFrame frame) => frame.Actions.Any(); protected override void CollectReplayInputs(List inputs) { float position = Interpolation.ValueAt(CurrentTime, StartFrame.Position, EndFrame.Position, StartFrame.Time, EndFrame.Time); inputs.Add(new CatchReplayState { PressedActions = CurrentFrame?.Actions ?? new List(), CatcherX = position }); } public class CatchReplayState : ReplayState { public float? CatcherX { get; set; } } } }