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osu-lazer/Templates/Rulesets/ruleset-example/osu.Game.Rulesets.Pippidon/Replays/PippidonFramedReplayInputHandler.cs
2021-04-05 11:41:40 +09:00

47 lines
1.3 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Diagnostics;
using osu.Framework.Input.StateChanges;
using osu.Framework.Utils;
using osu.Game.Replays;
using osu.Game.Rulesets.Replays;
using osuTK;
namespace osu.Game.Rulesets.Pippidon.Replays
{
public class PippidonFramedReplayInputHandler : FramedReplayInputHandler<PippidonReplayFrame>
{
public PippidonFramedReplayInputHandler(Replay replay)
: base(replay)
{
}
protected override bool IsImportant(PippidonReplayFrame frame) => true;
protected Vector2 Position
{
get
{
var frame = CurrentFrame;
if (frame == null)
return Vector2.Zero;
Debug.Assert(CurrentTime != null);
return NextFrame != null ? Interpolation.ValueAt(CurrentTime.Value, frame.Position, NextFrame.Position, frame.Time, NextFrame.Time) : frame.Position;
}
}
public override void CollectPendingInputs(List<IInput> inputs)
{
inputs.Add(new MousePositionAbsoluteInput
{
Position = GamefieldToScreenSpace(Position)
});
}
}
}