// 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 osu.Framework.Input.StateChanges; using osu.Framework.MathUtils; 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.Position > 0; protected float? Position { get { if (!HasFrames) return null; return Interpolation.ValueAt(CurrentTime, CurrentFrame.Position, NextFrame.Position, CurrentFrame.Time, NextFrame.Time); } } public override List GetPendingInputs() { if (!Position.HasValue) return new List(); var actions = new List(); if (CurrentFrame.Dashing) actions.Add(CatchAction.Dash); if (Position.Value > CurrentFrame.Position) actions.Add(CatchAction.MoveRight); else if (Position.Value < CurrentFrame.Position) actions.Add(CatchAction.MoveLeft); return new List { new CatchReplayState { PressedActions = actions, CatcherX = Position.Value }, }; } public class CatchReplayState : ReplayState { public float? CatcherX { get; set; } } } }