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https://github.com/ppy/osu
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Use IGameplayClock
to ensure our clock source is correct
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parent
0e86102681
commit
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@ -101,7 +101,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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{
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base.SetUpSteps();
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base.SetUpSteps();
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AddStep("Add trigger source", () => Player.HUDOverlay.Add(sampleTriggerSource = new TestGameplaySampleTriggerSource(Player.DrawableRuleset.Playfield.HitObjectContainer)));
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AddStep("Add trigger source", () => Player.GameplayClockContainer.Add(sampleTriggerSource = new TestGameplaySampleTriggerSource(Player.DrawableRuleset.Playfield.HitObjectContainer)));
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}
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}
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[Test]
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[Test]
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@ -5,10 +5,12 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Audio;
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using osu.Game.Audio;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.UI
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namespace osu.Game.Rulesets.UI
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@ -29,6 +31,9 @@ namespace osu.Game.Rulesets.UI
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private readonly Container<SkinnableSound> hitSounds;
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private readonly Container<SkinnableSound> hitSounds;
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[Resolved]
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private IGameplayClock gameplayClock { get; set; }
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public GameplaySampleTriggerSource(HitObjectContainer hitObjectContainer)
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public GameplaySampleTriggerSource(HitObjectContainer hitObjectContainer)
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{
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{
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this.hitObjectContainer = hitObjectContainer;
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this.hitObjectContainer = hitObjectContainer;
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@ -104,11 +109,11 @@ namespace osu.Game.Rulesets.UI
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// Else we want the earliest valid nested.
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// Else we want the earliest valid nested.
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// In cases of nested objects, they will always have earlier sample data than their parent object.
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// In cases of nested objects, they will always have earlier sample data than their parent object.
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return getAllNested(mostValidObject.HitObject).OrderBy(h => h.StartTime).FirstOrDefault(h => h.StartTime > Time.Current) ?? mostValidObject.HitObject;
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return getAllNested(mostValidObject.HitObject).OrderBy(h => h.StartTime).FirstOrDefault(h => h.StartTime > gameplayClock.CurrentTime) ?? mostValidObject.HitObject;
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}
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}
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private bool isAlreadyHit(HitObjectLifetimeEntry h) => h.Result?.HasResult == true;
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private bool isAlreadyHit(HitObjectLifetimeEntry h) => h.Result?.HasResult == true;
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private bool isCloseEnoughToCurrentTime(HitObjectLifetimeEntry h) => Time.Current >= h.HitObject.StartTime - h.HitObject.HitWindows.WindowFor(HitResult.Miss) * 2;
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private bool isCloseEnoughToCurrentTime(HitObjectLifetimeEntry h) => gameplayClock.CurrentTime >= h.HitObject.StartTime - h.HitObject.HitWindows.WindowFor(HitResult.Miss) * 2;
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private IEnumerable<HitObject> getAllNested(HitObject hitObject)
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private IEnumerable<HitObject> getAllNested(HitObject hitObject)
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{
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{
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