Fix Autopilot mod incompatibility with WindUp/WindDown

This commit is contained in:
Dean Herbert 2020-07-28 14:18:14 +09:00
parent ae4d3f712a
commit 72c8f0737e

View File

@ -11,6 +11,7 @@ using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Replays; using osu.Game.Rulesets.Osu.Replays;
using osu.Game.Rulesets.UI; using osu.Game.Rulesets.UI;
using osu.Game.Screens.Play;
namespace osu.Game.Rulesets.Osu.Mods namespace osu.Game.Rulesets.Osu.Mods
{ {
@ -30,6 +31,8 @@ namespace osu.Game.Rulesets.Osu.Mods
private OsuInputManager inputManager; private OsuInputManager inputManager;
private GameplayClock gameplayClock;
private List<OsuReplayFrame> replayFrames; private List<OsuReplayFrame> replayFrames;
private int currentFrame; private int currentFrame;
@ -38,7 +41,7 @@ namespace osu.Game.Rulesets.Osu.Mods
{ {
if (currentFrame == replayFrames.Count - 1) return; if (currentFrame == replayFrames.Count - 1) return;
double time = playfield.Time.Current; double time = gameplayClock.CurrentTime;
// Very naive implementation of autopilot based on proximity to replay frames. // Very naive implementation of autopilot based on proximity to replay frames.
// TODO: this needs to be based on user interactions to better match stable (pausing until judgement is registered). // TODO: this needs to be based on user interactions to better match stable (pausing until judgement is registered).
@ -53,6 +56,8 @@ namespace osu.Game.Rulesets.Osu.Mods
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset) public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
{ {
gameplayClock = drawableRuleset.FrameStableClock;
// Grab the input manager to disable the user's cursor, and for future use // Grab the input manager to disable the user's cursor, and for future use
inputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager; inputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager;
inputManager.AllowUserCursorMovement = false; inputManager.AllowUserCursorMovement = false;