mirror of
https://github.com/osukey/osukey.git
synced 2025-05-29 01:17:35 +09:00
Move gameplay clock to own class
This commit is contained in:
parent
c5cd9972c4
commit
4e33a98dbc
43
osu.Game/Screens/Play/GameplayClock.cs
Normal file
43
osu.Game/Screens/Play/GameplayClock.cs
Normal file
@ -0,0 +1,43 @@
|
|||||||
|
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||||
|
// See the LICENCE file in the repository root for full licence text.
|
||||||
|
|
||||||
|
using osu.Framework.Timing;
|
||||||
|
|
||||||
|
namespace osu.Game.Screens.Play
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// A clock which is used for gameplay elements that need to follow audio time 1:1.
|
||||||
|
/// Exposed via DI by <see cref="PauseContainer"/>.
|
||||||
|
/// <remarks>
|
||||||
|
/// THe main purpose of this clock is to stop components using it from accidentally processing the main
|
||||||
|
/// <see cref="IFrameBasedClock"/>, as this should only be done once to ensure accuracy.
|
||||||
|
/// </remarks>
|
||||||
|
/// </summary>
|
||||||
|
public class GameplayClock : IFrameBasedClock
|
||||||
|
{
|
||||||
|
private readonly IFrameBasedClock underlyingClock;
|
||||||
|
|
||||||
|
public GameplayClock(IFrameBasedClock underlyingClock)
|
||||||
|
{
|
||||||
|
this.underlyingClock = underlyingClock;
|
||||||
|
}
|
||||||
|
|
||||||
|
public double CurrentTime => underlyingClock.CurrentTime;
|
||||||
|
|
||||||
|
public double Rate => underlyingClock.Rate;
|
||||||
|
|
||||||
|
public bool IsRunning => underlyingClock.IsRunning;
|
||||||
|
|
||||||
|
public void ProcessFrame()
|
||||||
|
{
|
||||||
|
// we do not want to process the underlying clock.
|
||||||
|
// this is handled by PauseContainer.
|
||||||
|
}
|
||||||
|
|
||||||
|
public double ElapsedFrameTime => underlyingClock.ElapsedFrameTime;
|
||||||
|
|
||||||
|
public double FramesPerSecond => underlyingClock.FramesPerSecond;
|
||||||
|
|
||||||
|
public FrameTimeInfo TimeInfo => underlyingClock.TimeInfo;
|
||||||
|
}
|
||||||
|
}
|
@ -154,40 +154,4 @@ namespace osu.Game.Screens.Play
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// A clock which is used for gameplay elements that need to follow audio time 1:1.
|
|
||||||
/// Exposed via DI by <see cref="PauseContainer"/>.
|
|
||||||
/// <remarks>
|
|
||||||
/// THe main purpose of this clock is to stop components using it from accidentally processing the main
|
|
||||||
/// <see cref="IFrameBasedClock"/>, as this should only be done once to ensure accuracy.
|
|
||||||
/// </remarks>
|
|
||||||
/// </summary>
|
|
||||||
public class GameplayClock : IFrameBasedClock
|
|
||||||
{
|
|
||||||
private readonly IFrameBasedClock underlyingClock;
|
|
||||||
|
|
||||||
public GameplayClock(IFrameBasedClock underlyingClock)
|
|
||||||
{
|
|
||||||
this.underlyingClock = underlyingClock;
|
|
||||||
}
|
|
||||||
|
|
||||||
public double CurrentTime => underlyingClock.CurrentTime;
|
|
||||||
|
|
||||||
public double Rate => underlyingClock.Rate;
|
|
||||||
|
|
||||||
public bool IsRunning => underlyingClock.IsRunning;
|
|
||||||
|
|
||||||
public void ProcessFrame()
|
|
||||||
{
|
|
||||||
// we do not want to process the underlying clock.
|
|
||||||
// this is handled by PauseContainer.
|
|
||||||
}
|
|
||||||
|
|
||||||
public double ElapsedFrameTime => underlyingClock.ElapsedFrameTime;
|
|
||||||
|
|
||||||
public double FramesPerSecond => underlyingClock.FramesPerSecond;
|
|
||||||
|
|
||||||
public FrameTimeInfo TimeInfo => underlyingClock.TimeInfo;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
Loading…
x
Reference in New Issue
Block a user