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Add a simulated key-up delay to auto replays.
Fixes key counter display looking odd.
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parent
705e66c7a1
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@ -213,7 +213,7 @@ namespace osu.Game.Rulesets.Osu
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ReplayButtonState button = buttonIndex % 2 == 0 ? ReplayButtonState.Left1 : ReplayButtonState.Right1;
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ReplayButtonState button = buttonIndex % 2 == 0 ? ReplayButtonState.Left1 : ReplayButtonState.Right1;
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double hEndTime = (h as IHasEndTime)?.EndTime ?? h.StartTime;
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double hEndTime = ((h as IHasEndTime)?.EndTime ?? h.StartTime) + KEY_UP_DELAY;
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ReplayFrame newFrame = new ReplayFrame(h.StartTime, targetPosition.X, targetPosition.Y, button);
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ReplayFrame newFrame = new ReplayFrame(h.StartTime, targetPosition.X, targetPosition.Y, button);
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ReplayFrame endFrame = new ReplayFrame(hEndTime + endDelay, h.EndPosition.X, h.EndPosition.Y, ReplayButtonState.None);
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ReplayFrame endFrame = new ReplayFrame(hEndTime + endDelay, h.EndPosition.X, h.EndPosition.Y, ReplayButtonState.None);
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@ -100,7 +100,7 @@ namespace osu.Game.Rulesets.Taiko.Replays
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else
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else
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throw new Exception("Unknown hit object type.");
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throw new Exception("Unknown hit object type.");
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Frames.Add(new ReplayFrame(endTime + 1, 0, 0, ReplayButtonState.None));
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Frames.Add(new ReplayFrame(endTime + KEY_UP_DELAY, 0, 0, ReplayButtonState.None));
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if (i < beatmap.HitObjects.Count - 1)
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if (i < beatmap.HitObjects.Count - 1)
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{
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{
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@ -113,4 +113,4 @@ namespace osu.Game.Rulesets.Taiko.Replays
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}
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}
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}
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}
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}
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}
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}
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}
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@ -7,6 +7,8 @@ namespace osu.Game.Rulesets.Replays
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{
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{
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public class Replay
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public class Replay
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{
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{
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protected const double KEY_UP_DELAY = 50;
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public List<ReplayFrame> Frames = new List<ReplayFrame>();
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public List<ReplayFrame> Frames = new List<ReplayFrame>();
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}
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}
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}
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}
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