Temporary for taiko lagging on auto replays due to inImportantSection.

Note that this isn't a full "as intended" fix, because the full fix is quite big. I'll be saving it for a separate branch/pull-req.
This commit is contained in:
smoogipooo
2017-04-20 15:26:42 +09:00
parent ef56058ad2
commit 61090d918c
4 changed files with 21 additions and 21 deletions

View File

@ -7,12 +7,12 @@ namespace osu.Game.Rulesets.Replays
{
public class ReplayFrame
{
public Vector2 Position => new Vector2(MouseX, MouseY);
public Vector2 Position => new Vector2(MouseX ?? 0, MouseY ?? 0);
public bool IsImportant => MouseLeft || MouseRight;
public bool IsImportant => (MouseX.HasValue && MouseY.HasValue) && (MouseLeft || MouseRight);
public float MouseX;
public float MouseY;
public float? MouseX;
public float? MouseY;
public bool MouseLeft => MouseLeft1 || MouseLeft2;
public bool MouseRight => MouseRight1 || MouseRight2;
@ -55,10 +55,10 @@ namespace osu.Game.Rulesets.Replays
}
public ReplayFrame(double time, float posX, float posY, ReplayButtonState buttonState)
public ReplayFrame(double time, float? mouseX, float? mouseY, ReplayButtonState buttonState)
{
MouseX = posX;
MouseY = posY;
MouseX = mouseX;
MouseY = mouseY;
ButtonState = buttonState;
Time = time;
}