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https://github.com/ppy/osu
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Update clock from base class
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parent
18c69cdaf7
commit
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@ -77,8 +77,18 @@ namespace osu.Game.Screens.Play
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Start();
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}
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protected override void Update()
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{
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if (!IsPaused.Value)
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ClockToProcess.ProcessFrame();
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base.Update();
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}
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protected abstract void OnIsPausedChanged(ValueChangedEvent<bool> isPaused);
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protected abstract GameplayClock CreateGameplayClock(IClock source);
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protected virtual IFrameBasedClock ClockToProcess => AdjustableClock;
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protected abstract GameplayClock CreateGameplayClock(IFrameBasedClock source);
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}
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}
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@ -128,7 +128,9 @@ namespace osu.Game.Screens.Play
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Seek(skipTarget);
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}
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protected override GameplayClock CreateGameplayClock(IClock source)
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protected override IFrameBasedClock ClockToProcess => userOffsetClock;
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protected override GameplayClock CreateGameplayClock(IFrameBasedClock source)
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{
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// Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited.
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// This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
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@ -140,14 +142,6 @@ namespace osu.Game.Screens.Play
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return localGameplayClock = new LocalGameplayClock(userOffsetClock);
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}
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protected override void Update()
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{
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if (!IsPaused.Value)
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userOffsetClock.ProcessFrame();
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base.Update();
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}
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/// <summary>
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/// Changes the backing clock to avoid using the originally provided track.
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/// </summary>
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