diff --git a/osu.Game.Rulesets.Osu/Replays/OsuAutoGenerator.cs b/osu.Game.Rulesets.Osu/Replays/OsuAutoGenerator.cs
index e1614984de..e5fa571d4d 100644
--- a/osu.Game.Rulesets.Osu/Replays/OsuAutoGenerator.cs
+++ b/osu.Game.Rulesets.Osu/Replays/OsuAutoGenerator.cs
@@ -6,9 +6,11 @@ using osu.Framework.MathUtils;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Osu.Objects;
using System;
+using System.Diagnostics;
using System.Linq;
using osu.Framework.Graphics;
using osu.Game.Replays;
+using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Beatmaps;
using osu.Game.Rulesets.Scoring;
@@ -36,6 +38,8 @@ namespace osu.Game.Rulesets.Osu.Replays
///
private readonly double reactionTime;
+ private readonly HitWindows defaultHitWindows;
+
///
/// What easing to use when moving between hitobjects
///
@@ -50,6 +54,9 @@ namespace osu.Game.Rulesets.Osu.Replays
{
// Already superhuman, but still somewhat realistic
reactionTime = ApplyModsToRate(100);
+
+ defaultHitWindows = new OsuHitWindows();
+ defaultHitWindows.SetDifficulty(Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty);
}
#endregion
@@ -91,21 +98,49 @@ namespace osu.Game.Rulesets.Osu.Replays
{
double endTime = (prev as IHasEndTime)?.EndTime ?? prev.StartTime;
+ HitWindows hitWindows = null;
+
+ switch (h)
+ {
+ case HitCircle hitCircle:
+ hitWindows = hitCircle.HitWindows;
+ break;
+
+ case Slider slider:
+ hitWindows = slider.TailCircle.HitWindows;
+ break;
+
+ case Spinner _:
+ hitWindows = defaultHitWindows;
+ break;
+ }
+
+ Debug.Assert(hitWindows != null);
+
// Make the cursor stay at a hitObject as long as possible (mainly for autopilot).
- if (h.StartTime - HitWindows.HalfWindowFor(HitResult.Miss) > endTime + HitWindows.HalfWindowFor(HitResult.Meh) + 50)
+ if (h.StartTime - hitWindows.HalfWindowFor(HitResult.Miss) > endTime + hitWindows.HalfWindowFor(HitResult.Meh) + 50)
{
- if (!(prev is Spinner) && h.StartTime - endTime < 1000) AddFrameToReplay(new OsuReplayFrame(endTime + HitWindows.HalfWindowFor(HitResult.Meh), new Vector2(prev.StackedEndPosition.X, prev.StackedEndPosition.Y)));
- if (!(h is Spinner)) AddFrameToReplay(new OsuReplayFrame(h.StartTime - HitWindows.HalfWindowFor(HitResult.Miss), new Vector2(h.StackedPosition.X, h.StackedPosition.Y)));
+ if (!(prev is Spinner) && h.StartTime - endTime < 1000)
+ AddFrameToReplay(new OsuReplayFrame(endTime + hitWindows.HalfWindowFor(HitResult.Meh), new Vector2(prev.StackedEndPosition.X, prev.StackedEndPosition.Y)));
+
+ if (!(h is Spinner))
+ AddFrameToReplay(new OsuReplayFrame(h.StartTime - hitWindows.HalfWindowFor(HitResult.Miss), new Vector2(h.StackedPosition.X, h.StackedPosition.Y)));
}
- else if (h.StartTime - HitWindows.HalfWindowFor(HitResult.Meh) > endTime + HitWindows.HalfWindowFor(HitResult.Meh) + 50)
+ else if (h.StartTime - hitWindows.HalfWindowFor(HitResult.Meh) > endTime + hitWindows.HalfWindowFor(HitResult.Meh) + 50)
{
- if (!(prev is Spinner) && h.StartTime - endTime < 1000) AddFrameToReplay(new OsuReplayFrame(endTime + HitWindows.HalfWindowFor(HitResult.Meh), new Vector2(prev.StackedEndPosition.X, prev.StackedEndPosition.Y)));
- if (!(h is Spinner)) AddFrameToReplay(new OsuReplayFrame(h.StartTime - HitWindows.HalfWindowFor(HitResult.Meh), new Vector2(h.StackedPosition.X, h.StackedPosition.Y)));
+ if (!(prev is Spinner) && h.StartTime - endTime < 1000)
+ AddFrameToReplay(new OsuReplayFrame(endTime + hitWindows.HalfWindowFor(HitResult.Meh), new Vector2(prev.StackedEndPosition.X, prev.StackedEndPosition.Y)));
+
+ if (!(h is Spinner))
+ AddFrameToReplay(new OsuReplayFrame(h.StartTime - hitWindows.HalfWindowFor(HitResult.Meh), new Vector2(h.StackedPosition.X, h.StackedPosition.Y)));
}
- else if (h.StartTime - HitWindows.HalfWindowFor(HitResult.Good) > endTime + HitWindows.HalfWindowFor(HitResult.Good) + 50)
+ else if (h.StartTime - hitWindows.HalfWindowFor(HitResult.Good) > endTime + hitWindows.HalfWindowFor(HitResult.Good) + 50)
{
- if (!(prev is Spinner) && h.StartTime - endTime < 1000) AddFrameToReplay(new OsuReplayFrame(endTime + HitWindows.HalfWindowFor(HitResult.Good), new Vector2(prev.StackedEndPosition.X, prev.StackedEndPosition.Y)));
- if (!(h is Spinner)) AddFrameToReplay(new OsuReplayFrame(h.StartTime - HitWindows.HalfWindowFor(HitResult.Good), new Vector2(h.StackedPosition.X, h.StackedPosition.Y)));
+ if (!(prev is Spinner) && h.StartTime - endTime < 1000)
+ AddFrameToReplay(new OsuReplayFrame(endTime + hitWindows.HalfWindowFor(HitResult.Good), new Vector2(prev.StackedEndPosition.X, prev.StackedEndPosition.Y)));
+
+ if (!(h is Spinner))
+ AddFrameToReplay(new OsuReplayFrame(h.StartTime - hitWindows.HalfWindowFor(HitResult.Good), new Vector2(h.StackedPosition.X, h.StackedPosition.Y)));
}
}
diff --git a/osu.Game.Rulesets.Osu/Replays/OsuAutoGeneratorBase.cs b/osu.Game.Rulesets.Osu/Replays/OsuAutoGeneratorBase.cs
index 7c94027c28..3c889d1f52 100644
--- a/osu.Game.Rulesets.Osu/Replays/OsuAutoGeneratorBase.cs
+++ b/osu.Game.Rulesets.Osu/Replays/OsuAutoGeneratorBase.cs
@@ -29,11 +29,6 @@ namespace osu.Game.Rulesets.Osu.Replays
///
protected readonly double FrameDelay;
- ///
- /// The hit windows.
- ///
- protected readonly HitWindows HitWindows;
-
#endregion
#region Construction / Initialisation
@@ -48,9 +43,6 @@ namespace osu.Game.Rulesets.Osu.Replays
// We are using ApplyModsToRate and not ApplyModsToTime to counteract the speed up / slow down from HalfTime / DoubleTime so that we remain at a constant framerate of 60 fps.
FrameDelay = ApplyModsToRate(1000.0 / 60.0);
-
- HitWindows = new OsuHitWindows();
- HitWindows.SetDifficulty(Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty);
}
#endregion