Add a simulated key-up delay to auto replays.

Fixes key counter display looking odd.
This commit is contained in:
Dean Herbert 2017-04-18 22:31:52 +09:00
parent 705e66c7a1
commit cef6a014d5
No known key found for this signature in database
GPG Key ID: 46D71BF4958ABB49
3 changed files with 6 additions and 4 deletions

View File

@ -213,7 +213,7 @@ namespace osu.Game.Rulesets.Osu
ReplayButtonState button = buttonIndex % 2 == 0 ? ReplayButtonState.Left1 : ReplayButtonState.Right1;
double hEndTime = (h as IHasEndTime)?.EndTime ?? h.StartTime;
double hEndTime = ((h as IHasEndTime)?.EndTime ?? h.StartTime) + KEY_UP_DELAY;
ReplayFrame newFrame = new ReplayFrame(h.StartTime, targetPosition.X, targetPosition.Y, button);
ReplayFrame endFrame = new ReplayFrame(hEndTime + endDelay, h.EndPosition.X, h.EndPosition.Y, ReplayButtonState.None);

View File

@ -100,7 +100,7 @@ namespace osu.Game.Rulesets.Taiko.Replays
else
throw new Exception("Unknown hit object type.");
Frames.Add(new ReplayFrame(endTime + 1, 0, 0, ReplayButtonState.None));
Frames.Add(new ReplayFrame(endTime + KEY_UP_DELAY, 0, 0, ReplayButtonState.None));
if (i < beatmap.HitObjects.Count - 1)
{
@ -113,4 +113,4 @@ namespace osu.Game.Rulesets.Taiko.Replays
}
}
}
}
}

View File

@ -7,6 +7,8 @@ namespace osu.Game.Rulesets.Replays
{
public class Replay
{
protected const double KEY_UP_DELAY = 50;
public List<ReplayFrame> Frames = new List<ReplayFrame>();
}
}
}