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Fix animated follow points not (re)animating after rewind
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@ -15,7 +15,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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/// <summary>
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/// A single follow point positioned between two adjacent <see cref="DrawableOsuHitObject"/>s.
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/// </summary>
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public class FollowPoint : Container
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public class FollowPoint : Container, IAnimationTimeReference
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{
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private const float width = 8;
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@ -45,5 +45,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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}
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}, confineMode: ConfineMode.NoScaling);
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}
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public double AnimationStartTime { get; set; }
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}
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}
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@ -116,6 +116,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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int point = 0;
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ClearInternal();
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for (int d = (int)(spacing * 1.5); d < distance - spacing; d += spacing)
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{
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float fraction = (float)d / distance;
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@ -126,13 +128,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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FollowPoint fp;
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if (InternalChildren.Count > point)
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{
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fp = (FollowPoint)InternalChildren[point];
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fp.ClearTransforms();
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}
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else
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AddInternal(fp = new FollowPoint());
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AddInternal(fp = new FollowPoint());
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fp.Position = pointStartPosition;
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fp.Rotation = rotation;
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@ -142,6 +138,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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if (firstTransformStartTime == null)
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firstTransformStartTime = fadeInTime;
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fp.AnimationStartTime = fadeInTime;
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using (fp.BeginAbsoluteSequence(fadeInTime))
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{
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fp.FadeIn(osuEnd.TimeFadeIn);
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25
osu.Game/Skinning/IAnimationTimeReference.cs
Normal file
25
osu.Game/Skinning/IAnimationTimeReference.cs
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@ -0,0 +1,25 @@
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// 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 osu.Framework.Allocation;
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using osu.Framework.Timing;
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namespace osu.Game.Skinning
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{
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/// <summary>
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/// Denotes an object which provides a reference time to start animations from.
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/// </summary>
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[Cached]
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public interface IAnimationTimeReference
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{
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/// <summary>
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/// The reference clock.
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/// </summary>
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IFrameBasedClock Clock { get; }
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/// <summary>
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/// The time which animations should be started from, relative to <see cref="Clock"/>.
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/// </summary>
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double AnimationStartTime { get; }
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}
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}
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@ -3,10 +3,12 @@
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Animations;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Timing;
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namespace osu.Game.Skinning
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{
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@ -22,7 +24,7 @@ namespace osu.Game.Skinning
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if (textures.Length > 0)
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{
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var animation = new TextureAnimation
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var animation = new SkinnableTextureAnimation
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{
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DefaultFrameLength = getFrameLength(source, applyConfigFrameRate, textures),
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Repeat = looping,
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@ -53,6 +55,25 @@ namespace osu.Game.Skinning
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}
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}
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public class SkinnableTextureAnimation : TextureAnimation
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{
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[Resolved(canBeNull: true)]
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private IAnimationTimeReference timeReference { get; set; }
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public SkinnableTextureAnimation()
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: base(false)
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{
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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if (timeReference != null)
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Clock = new FramedOffsetClock(timeReference.Clock) { Offset = -timeReference.AnimationStartTime };
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}
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}
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private const double default_frame_time = 1000 / 60d;
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private static double getFrameLength(ISkin source, bool applyConfigFrameRate, Texture[] textures)
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