Implement a conversion process for ReplayFrames

This commit is contained in:
smoogipoo
2018-02-28 16:34:47 +09:00
parent 8f10dc7512
commit a3c7755ade
34 changed files with 577 additions and 393 deletions

View File

@ -2,42 +2,18 @@
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Input;
using osu.Game.Rulesets.Mania.UI;
using osu.Game.Rulesets.Replays;
namespace osu.Game.Rulesets.Mania.Replays
{
internal class ManiaFramedReplayInputHandler : FramedReplayInputHandler
internal class ManiaFramedReplayInputHandler : FramedReplayInputHandler<ManiaReplayFrame>
{
private readonly ManiaRulesetContainer container;
public ManiaFramedReplayInputHandler(Replay replay, ManiaRulesetContainer container)
public ManiaFramedReplayInputHandler(Replay replay)
: base(replay)
{
this.container = container;
}
private ManiaPlayfield playfield;
public override List<InputState> GetPendingStates()
{
var actions = new List<ManiaAction>();
if (playfield == null)
playfield = (ManiaPlayfield)container.Playfield;
int activeColumns = (int)(CurrentFrame.MouseX ?? 0);
int counter = 0;
while (activeColumns > 0)
{
if ((activeColumns & 1) > 0)
actions.Add(playfield.Columns.ElementAt(counter).Action);
counter++;
activeColumns >>= 1;
}
return new List<InputState> { new ReplayState<ManiaAction> { PressedActions = actions } };
}
public override List<InputState> GetPendingStates() => new List<InputState> { new ReplayState<ManiaAction> { PressedActions = CurrentFrame.Actions } };
}
}