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58 lines
1.6 KiB
C#
58 lines
1.6 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using osu.Framework.Input.StateChanges;
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using osu.Framework.Utils;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Replays;
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namespace osu.Game.Rulesets.Catch.Replays
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{
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public class CatchFramedReplayInputHandler : FramedReplayInputHandler<CatchReplayFrame>
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{
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public CatchFramedReplayInputHandler(Replay replay)
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: base(replay)
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{
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}
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protected override bool IsImportant(CatchReplayFrame frame) => frame.Actions.Any();
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protected float? Position
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{
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get
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{
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var frame = CurrentFrame;
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if (frame == null)
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return null;
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Debug.Assert(CurrentTime != null);
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return NextFrame != null ? Interpolation.ValueAt(CurrentTime.Value, frame.Position, NextFrame.Position, frame.Time, NextFrame.Time) : frame.Position;
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}
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}
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public override List<IInput> GetPendingInputs()
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{
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if (!Position.HasValue) return new List<IInput>();
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return new List<IInput>
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{
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new CatchReplayState
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{
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PressedActions = CurrentFrame?.Actions ?? new List<CatchAction>(),
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CatcherX = Position.Value
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},
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};
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}
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public class CatchReplayState : ReplayState<CatchAction>
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{
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public float? CatcherX { get; set; }
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}
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}
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}
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