No longer subscribing to OnUpdate

This commit is contained in:
MaxOhn 2019-08-20 16:33:56 +02:00
parent 3434458e0a
commit 28f78f67b2

View File

@ -15,7 +15,7 @@ namespace osu.Game.Rulesets.Osu.Mods
{ {
internal class OsuModAimAssist : Mod, IApplicableToDrawableHitObjects, IUpdatableByPlayfield internal class OsuModAimAssist : Mod, IApplicableToDrawableHitObjects, IUpdatableByPlayfield
{ {
public override string Name => "AimAssist"; public override string Name => "Aim Assist";
public override string Acronym => "AA"; public override string Acronym => "AA";
public override IconUsage Icon => FontAwesome.Solid.MousePointer; public override IconUsage Icon => FontAwesome.Solid.MousePointer;
public override ModType Type => ModType.Fun; public override ModType Type => ModType.Fun;
@ -24,55 +24,45 @@ namespace osu.Game.Rulesets.Osu.Mods
public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModAutoplay), typeof(OsuModWiggle), typeof(OsuModTransform) }; public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModAutoplay), typeof(OsuModWiggle), typeof(OsuModTransform) };
private readonly HashSet<DrawableOsuHitObject> movingObjects = new HashSet<DrawableOsuHitObject>(); private readonly HashSet<DrawableOsuHitObject> movingObjects = new HashSet<DrawableOsuHitObject>();
private int updateCounter;
public void Update(Playfield playfield) public void Update(Playfield playfield)
{ {
var drawableCursor = playfield.Cursor.ActiveCursor;
// Avoid crowded judgment displays // Avoid crowded judgment displays
playfield.DisplayJudgements.Value = false; playfield.DisplayJudgements.Value = false;
// Object destination updated when cursor updates
playfield.Cursor.ActiveCursor.OnUpdate += drawableCursor =>
{
// ... every 500th cursor update iteration
// (lower -> potential lags ; higher -> easier to miss if cursor too fast)
if (updateCounter++ < 500)
return;
updateCounter = 0;
// First move objects to new destination, then remove them from movingObjects set if they're too old // First move objects to new destination, then remove them from movingObjects set if they're too old
movingObjects.RemoveWhere(d => movingObjects.RemoveWhere(d =>
{ {
var currentTime = playfield.Clock.CurrentTime; var currentTime = playfield.Clock.CurrentTime;
var h = d.HitObject; var h = d.HitObject;
d.ClearTransforms();
switch (d) switch (d)
{ {
case DrawableHitCircle circle: case DrawableHitCircle circle:
circle.MoveTo(drawableCursor.DrawPosition, Math.Max(0, h.StartTime - currentTime)); circle.MoveTo(drawableCursor.DrawPosition, Math.Max(0, h.StartTime - currentTime - 10));
return currentTime > h.StartTime; return currentTime > h.StartTime;
case DrawableSlider slider: case DrawableSlider slider:
// Move slider to cursor // Move slider to cursor
if (currentTime < h.StartTime) if (currentTime < h.StartTime)
d.MoveTo(drawableCursor.DrawPosition, Math.Max(0, h.StartTime - currentTime)); d.MoveTo(drawableCursor.DrawPosition, Math.Max(0, h.StartTime - currentTime - 10));
// Move slider so that sliderball stays on the cursor // Move slider so that sliderball stays on the cursor
else else
d.MoveTo(drawableCursor.DrawPosition - slider.Ball.DrawPosition, Math.Max(0, h.StartTime - currentTime)); d.MoveTo(drawableCursor.DrawPosition - slider.Ball.DrawPosition);
return currentTime > (h as IHasEndTime)?.EndTime - 50; return currentTime > (h as IHasEndTime)?.EndTime;
case DrawableSpinner _: case DrawableSpinner _:
// TODO // TODO
return true; return true;
}
return true; // never happens(?) default:
return true;
}
}); });
};
} }
public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables) public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
@ -83,11 +73,7 @@ namespace osu.Game.Rulesets.Osu.Mods
private void drawableOnApplyCustomUpdateState(DrawableHitObject drawable, ArmedState state) private void drawableOnApplyCustomUpdateState(DrawableHitObject drawable, ArmedState state)
{ {
if (!(drawable is DrawableOsuHitObject d)) if (drawable is DrawableOsuHitObject d)
return;
var h = d.HitObject;
using (d.BeginAbsoluteSequence(h.StartTime - h.TimePreempt))
movingObjects.Add(d); movingObjects.Add(d);
} }
} }
@ -96,7 +82,7 @@ namespace osu.Game.Rulesets.Osu.Mods
* TODOs * TODOs
* - remove object timing glitches / artifacts * - remove object timing glitches / artifacts
* - remove FollowPoints * - remove FollowPoints
* - automate sliders * - automate spinners
* - combine with OsuModRelax (?) * - combine with OsuModRelax (?)
* - must be some way to make this more effictient * - must be some way to make this more effictient
* *