// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Collections.Generic; using System.Diagnostics; using System.Linq; using osu.Framework.Input.StateChanges; using osu.Framework.Utils; using osu.Game.Replays; using osu.Game.Rulesets.Replays; namespace osu.Game.Rulesets.Catch.Replays { public class CatchFramedReplayInputHandler : FramedReplayInputHandler { public CatchFramedReplayInputHandler(Replay replay) : base(replay) { } protected override bool IsImportant(CatchReplayFrame frame) => frame.Actions.Any(); protected float? Position { get { var frame = CurrentFrame; if (frame == null) return null; Debug.Assert(CurrentTime != null); return NextFrame != null ? Interpolation.ValueAt(CurrentTime.Value, frame.Position, NextFrame.Position, frame.Time, NextFrame.Time) : frame.Position; } } public override void GetPendingInputs(List input) { if (!Position.HasValue) return; input.Add(new CatchReplayState { PressedActions = CurrentFrame?.Actions ?? new List(), CatcherX = Position.Value }); } public class CatchReplayState : ReplayState { public float? CatcherX { get; set; } } } }