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osu-lazer/osu.Game.Rulesets.Catch/Replays/CatchFramedReplayInputHandler.cs
2018-11-28 17:20:37 +09:00

62 lines
1.8 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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<CatchReplayFrame>
{
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<IInput> GetPendingInputs()
{
if (!Position.HasValue) return new List<IInput>();
var actions = new List<CatchAction>();
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<IInput>
{
new CatchReplayState
{
PressedActions = actions,
CatcherX = Position.Value
},
};
}
public class CatchReplayState : ReplayState<CatchAction>
{
public float? CatcherX { get; set; }
}
}
}