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Add very basic replay handling
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54
osu.Game.Rulesets.Catch/Replays/CatchAutoGenerator.cs
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54
osu.Game.Rulesets.Catch/Replays/CatchAutoGenerator.cs
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Users;
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namespace osu.Game.Rulesets.Catch.Replays
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{
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internal class CatchAutoGenerator : AutoGenerator<CatchHitObject>
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{
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public const double RELEASE_DELAY = 20;
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public CatchAutoGenerator(Beatmap<CatchHitObject> beatmap)
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: base(beatmap)
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{
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Replay = new Replay { User = new User { Username = @"Autoplay" } };
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}
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protected Replay Replay;
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public override Replay Generate()
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{
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// Todo: Realistically this shouldn't be needed, but the first frame is skipped with the way replays are currently handled
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Replay.Frames.Add(new CatchReplayFrame(-100000, 0));
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foreach (var obj in Beatmap.HitObjects)
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{
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switch (obj)
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{
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case Fruit _:
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Replay.Frames.Add(new CatchReplayFrame(obj.StartTime, obj.X));
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break;
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}
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foreach (var nestedObj in obj.NestedHitObjects.Cast<CatchHitObject>())
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{
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switch (nestedObj)
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{
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case BananaShower.Banana _:
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case TinyDroplet _:
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case Droplet _:
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Replay.Frames.Add(new CatchReplayFrame(nestedObj.StartTime, nestedObj.X));
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break;
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}
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}
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}
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return Replay;
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}
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}
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}
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using osu.Framework.Input;
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using osu.Game.Rulesets.Replays;
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namespace osu.Game.Rulesets.Catch.Replays
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{
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public class CatchFramedReplayInputHandler : FramedReplayInputHandler
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{
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public CatchFramedReplayInputHandler(Replay replay)
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: base(replay)
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{
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}
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public override List<InputState> GetPendingStates() => new List<InputState>
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{
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new CatchReplayState
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{
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PressedActions = new List<CatchAction> { CatchAction.PositionUpdate },
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CatcherX = ((CatchReplayFrame)CurrentFrame).MouseX
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},
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new CatchReplayState { PressedActions = new List<CatchAction>() },
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};
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public class CatchReplayState : ReplayState<CatchAction>
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{
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public float? CatcherX { get; set; }
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}
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}
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}
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17
osu.Game.Rulesets.Catch/Replays/CatchReplayFrame.cs
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17
osu.Game.Rulesets.Catch/Replays/CatchReplayFrame.cs
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Rulesets.Replays;
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namespace osu.Game.Rulesets.Catch.Replays
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{
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public class CatchReplayFrame : ReplayFrame
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{
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public override bool IsImportant => MouseX > 0;
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public CatchReplayFrame(double time, float? x = null)
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: base(time, x ?? -1, null, ReplayButtonState.None)
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{
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}
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}
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}
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