2019-06-04 07:13:16 +00:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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2019-01-24 08:43:03 +00:00
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// See the LICENCE file in the repository root for full licence text.
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2018-04-13 09:19:50 +00:00
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using System;
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2019-04-09 04:33:16 +00:00
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using System.Collections.Generic;
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2018-04-13 09:19:50 +00:00
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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2019-02-21 10:04:31 +00:00
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using osu.Framework.Bindables;
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2018-04-13 09:19:50 +00:00
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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2018-10-02 03:02:47 +00:00
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using osu.Framework.Input.Events;
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2018-04-13 09:19:50 +00:00
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using osu.Framework.Logging;
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using osu.Framework.Screens;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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2019-01-04 04:29:37 +00:00
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using osu.Game.Graphics.Containers;
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2018-04-13 09:19:50 +00:00
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using osu.Game.Online.API;
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2018-06-06 06:10:09 +00:00
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using osu.Game.Overlays;
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2018-04-13 09:19:50 +00:00
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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2018-11-28 07:12:57 +00:00
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using osu.Game.Scoring;
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2018-12-22 07:26:27 +00:00
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using osu.Game.Screens.Ranking;
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2018-04-13 09:19:50 +00:00
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using osu.Game.Skinning;
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2019-04-12 20:54:35 +00:00
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using osu.Game.Users;
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2018-04-13 09:19:50 +00:00
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namespace osu.Game.Screens.Play
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{
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2019-03-05 09:06:24 +00:00
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public class Player : ScreenWithBeatmapBackground
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{
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public override bool AllowBackButton => false; // handled by HoldForMenuButton
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2018-11-06 16:47:02 +00:00
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2019-06-12 07:33:15 +00:00
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protected override UserActivity InitialActivity => new UserActivity.SoloGame(Beatmap.Value.BeatmapInfo, Ruleset.Value);
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2019-01-23 11:52:00 +00:00
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public override float BackgroundParallaxAmount => 0.1f;
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2018-04-13 09:19:50 +00:00
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2019-01-28 06:41:54 +00:00
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public override bool HideOverlaysOnEnter => true;
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2019-01-28 06:41:54 +00:00
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public override OverlayActivation InitialOverlayActivationMode => OverlayActivation.UserTriggered;
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2018-06-06 06:10:09 +00:00
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2019-05-10 06:39:25 +00:00
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/// <summary>
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/// Whether gameplay should pause when the game window focus is lost.
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/// </summary>
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protected virtual bool PauseOnFocusLost => true;
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2018-04-13 09:19:50 +00:00
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public Action RestartRequested;
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public bool HasFailed { get; private set; }
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private Bindable<bool> mouseWheelDisabled;
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2019-02-25 04:27:44 +00:00
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private readonly Bindable<bool> storyboardReplacesBackground = new Bindable<bool>();
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public int RestartCount;
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2018-11-29 05:56:29 +00:00
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[Resolved]
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private ScoreManager scoreManager { get; set; }
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2019-08-26 03:21:49 +00:00
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private RulesetInfo rulesetInfo;
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private Ruleset ruleset;
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private IAPIProvider api;
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private SampleChannel sampleRestart;
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2019-08-07 13:15:53 +00:00
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private BreakOverlay breakOverlay;
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2019-02-28 11:01:15 +00:00
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protected ScoreProcessor ScoreProcessor { get; private set; }
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protected DrawableRuleset DrawableRuleset { get; private set; }
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2019-02-28 11:01:15 +00:00
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protected HUDOverlay HUDOverlay { get; private set; }
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public bool LoadedBeatmapSuccessfully => DrawableRuleset?.Objects.Any() == true;
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2019-03-17 15:46:15 +00:00
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protected GameplayClockContainer GameplayClockContainer { get; private set; }
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2019-07-12 02:50:06 +00:00
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protected DimmableStoryboard DimmableStoryboard { get; private set; }
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2019-08-30 20:48:38 +00:00
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protected DimmableVideo DimmableVideo { get; private set; }
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2019-07-09 07:50:37 +00:00
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2019-04-09 04:33:16 +00:00
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[Cached]
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2019-04-17 07:11:59 +00:00
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[Cached(Type = typeof(IBindable<IReadOnlyList<Mod>>))]
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protected new readonly Bindable<IReadOnlyList<Mod>> Mods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
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2019-04-09 04:33:16 +00:00
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2019-03-26 07:53:44 +00:00
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private readonly bool allowPause;
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private readonly bool showResults;
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/// <summary>
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/// Create a new player instance.
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/// </summary>
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/// <param name="allowPause">Whether pausing should be allowed. If not allowed, attempting to pause will quit.</param>
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/// <param name="showResults">Whether results screen should be pushed on completion.</param>
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public Player(bool allowPause = true, bool showResults = true)
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{
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this.allowPause = allowPause;
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this.showResults = showResults;
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}
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2018-04-13 09:19:50 +00:00
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[BackgroundDependencyLoader]
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private void load(AudioManager audio, IAPIProvider api, OsuConfigManager config)
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{
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this.api = api;
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2019-04-17 07:11:59 +00:00
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Mods.Value = base.Mods.Value.Select(m => m.CreateCopy()).ToArray();
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2019-04-09 04:33:16 +00:00
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2019-03-06 11:30:14 +00:00
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WorkingBeatmap working = loadBeatmap();
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if (working == null)
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return;
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2019-05-28 08:06:01 +00:00
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sampleRestart = audio.Samples.Get(@"Gameplay/restart");
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2018-04-13 09:19:50 +00:00
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mouseWheelDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableWheel);
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2019-03-19 14:44:15 +00:00
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ScoreProcessor = DrawableRuleset.CreateScoreProcessor();
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ScoreProcessor.Mods.BindTo(Mods);
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2018-06-29 07:49:11 +00:00
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if (!ScoreProcessor.Mode.Disabled)
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config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode);
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2019-04-10 03:03:57 +00:00
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InternalChild = GameplayClockContainer = new GameplayClockContainer(working, Mods.Value, DrawableRuleset.GameplayStartTime);
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2019-03-06 11:30:14 +00:00
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2019-08-27 09:27:21 +00:00
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addUnderlayComponents(GameplayClockContainer);
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addGameplayComponents(GameplayClockContainer, working);
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addOverlayComponents(GameplayClockContainer, working);
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DrawableRuleset.HasReplayLoaded.BindValueChanged(e => HUDOverlay.HoldToQuit.PauseOnFocusLost = !e.NewValue && PauseOnFocusLost, true);
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// bind clock into components that require it
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DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused);
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// Bind ScoreProcessor to ourselves
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ScoreProcessor.AllJudged += onCompletion;
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ScoreProcessor.Failed += onFail;
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foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
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mod.ApplyToScoreProcessor(ScoreProcessor);
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}
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private void addUnderlayComponents(Container target)
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{
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2019-08-30 20:48:38 +00:00
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target.Add(DimmableVideo = new DimmableVideo(Beatmap.Value.Video) { RelativeSizeAxes = Axes.Both });
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2019-09-15 15:20:56 +00:00
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target.Add(DimmableStoryboard = new DimmableStoryboard(Beatmap.Value.Storyboard) { RelativeSizeAxes = Axes.Both });
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2019-08-27 09:27:21 +00:00
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}
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private void addGameplayComponents(Container target, WorkingBeatmap working)
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{
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var beatmapSkinProvider = new BeatmapSkinProvidingContainer(working.Skin);
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// the beatmapSkinProvider is used as the fallback source here to allow the ruleset-specific skin implementation
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// full access to all skin sources.
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var rulesetSkinProvider = new SkinProvidingContainer(ruleset.CreateLegacySkinProvider(beatmapSkinProvider));
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// load the skinning hierarchy first.
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// this is intentionally done in two stages to ensure things are in a loaded state before exposing the ruleset to skin sources.
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target.Add(new ScalingContainer(ScalingMode.Gameplay)
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.WithChild(beatmapSkinProvider
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.WithChild(target = rulesetSkinProvider)));
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target.AddRange(new Drawable[]
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{
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DrawableRuleset,
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new ComboEffects(ScoreProcessor)
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});
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}
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2019-08-26 03:21:49 +00:00
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2019-08-27 09:27:21 +00:00
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private void addOverlayComponents(Container target, WorkingBeatmap working)
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{
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target.AddRange(new[]
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2018-04-13 09:19:50 +00:00
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{
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2019-08-07 13:15:53 +00:00
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breakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor)
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2019-03-18 02:48:11 +00:00
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Breaks = working.Beatmap.Breaks
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},
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// display the cursor above some HUD elements.
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2019-03-20 06:27:06 +00:00
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DrawableRuleset.Cursor?.CreateProxy() ?? new Container(),
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2019-09-02 02:20:50 +00:00
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DrawableRuleset.ResumeOverlay?.CreateProxy() ?? new Container(),
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2019-04-10 03:03:57 +00:00
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HUDOverlay = new HUDOverlay(ScoreProcessor, DrawableRuleset, Mods.Value)
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2019-03-18 02:48:11 +00:00
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{
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2019-05-10 06:51:12 +00:00
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HoldToQuit =
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{
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Action = performUserRequestedExit,
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IsPaused = { BindTarget = GameplayClockContainer.IsPaused }
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},
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2019-03-18 02:48:11 +00:00
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PlayerSettingsOverlay = { PlaybackSettings = { UserPlaybackRate = { BindTarget = GameplayClockContainer.UserPlaybackRate } } },
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2019-03-20 06:27:06 +00:00
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KeyCounter = { Visible = { BindTarget = DrawableRuleset.HasReplayLoaded } },
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2019-03-18 02:48:11 +00:00
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RequestSeek = GameplayClockContainer.Seek,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre
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},
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2019-03-20 06:27:06 +00:00
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new SkipOverlay(DrawableRuleset.GameplayStartTime)
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2019-03-18 02:48:11 +00:00
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{
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RequestSeek = GameplayClockContainer.Seek
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},
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FailOverlay = new FailOverlay
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{
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2019-03-18 05:57:06 +00:00
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OnRetry = Restart,
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2019-03-18 02:48:11 +00:00
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OnQuit = performUserRequestedExit,
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},
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PauseOverlay = new PauseOverlay
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2018-04-13 09:19:50 +00:00
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{
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2019-03-18 02:48:11 +00:00
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OnResume = Resume,
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Retries = RestartCount,
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2019-03-18 05:57:06 +00:00
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OnRetry = Restart,
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2018-12-13 07:17:24 +00:00
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OnQuit = performUserRequestedExit,
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2018-04-13 09:19:50 +00:00
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},
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new HotkeyRetryOverlay
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{
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Action = () =>
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{
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2019-01-23 11:52:00 +00:00
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if (!this.IsCurrentScreen()) return;
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2018-04-13 09:19:50 +00:00
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2018-08-02 10:08:23 +00:00
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fadeOut(true);
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2019-03-18 05:57:06 +00:00
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Restart();
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2018-04-13 09:19:50 +00:00
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},
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2019-06-04 07:13:16 +00:00
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},
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2019-06-24 09:15:27 +00:00
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new HotkeyExitOverlay
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{
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Action = () =>
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{
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if (!this.IsCurrentScreen()) return;
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fadeOut(true);
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2019-06-25 14:15:58 +00:00
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performImmediateExit();
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2019-06-24 09:15:27 +00:00
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},
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},
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2019-06-04 07:13:16 +00:00
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failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, }
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2019-08-27 09:27:21 +00:00
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});
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2018-04-13 09:19:50 +00:00
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}
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2019-03-06 11:30:14 +00:00
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private WorkingBeatmap loadBeatmap()
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2018-04-13 09:19:50 +00:00
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{
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2019-03-06 11:30:14 +00:00
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WorkingBeatmap working = Beatmap.Value;
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if (working is DummyWorkingBeatmap)
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return null;
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try
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{
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var beatmap = working.Beatmap;
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if (beatmap == null)
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throw new InvalidOperationException("Beatmap was not loaded");
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2018-04-13 09:19:50 +00:00
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2019-08-26 03:21:49 +00:00
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rulesetInfo = Ruleset.Value ?? beatmap.BeatmapInfo.Ruleset;
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ruleset = rulesetInfo.CreateInstance();
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2019-03-06 11:30:14 +00:00
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try
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{
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2019-08-26 03:21:49 +00:00
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DrawableRuleset = ruleset.CreateDrawableRulesetWith(working, Mods.Value);
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2019-03-06 11:30:14 +00:00
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}
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catch (BeatmapInvalidForRulesetException)
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{
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2019-03-19 14:44:15 +00:00
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// we may fail to create a DrawableRuleset if the beatmap cannot be loaded with the user's preferred ruleset
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2019-03-06 11:30:14 +00:00
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// let's try again forcing the beatmap's ruleset.
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2019-08-26 03:21:49 +00:00
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rulesetInfo = beatmap.BeatmapInfo.Ruleset;
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ruleset = rulesetInfo.CreateInstance();
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DrawableRuleset = ruleset.CreateDrawableRulesetWith(Beatmap.Value, Mods.Value);
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2019-03-06 11:30:14 +00:00
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}
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2019-03-19 14:44:15 +00:00
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if (!DrawableRuleset.Objects.Any())
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2019-03-06 11:30:14 +00:00
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{
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Logger.Log("Beatmap contains no hit objects!", level: LogLevel.Error);
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return null;
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}
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}
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catch (Exception e)
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{
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Logger.Error(e, "Could not load beatmap sucessfully!");
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//couldn't load, hard abort!
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return null;
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}
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return working;
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2018-04-13 09:19:50 +00:00
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}
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2019-06-25 14:15:58 +00:00
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private void performImmediateExit()
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2018-12-13 07:17:24 +00:00
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{
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2019-06-24 09:15:27 +00:00
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// if a restart has been requested, cancel any pending completion (user has shown intent to restart).
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2019-08-06 14:05:12 +00:00
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|
completionProgressDelegate?.Cancel();
|
2019-06-24 09:15:27 +00:00
|
|
|
|
|
|
|
ValidForResume = false;
|
|
|
|
|
2019-06-25 14:15:58 +00:00
|
|
|
performUserRequestedExit();
|
|
|
|
}
|
|
|
|
|
|
|
|
private void performUserRequestedExit()
|
|
|
|
{
|
|
|
|
if (!this.IsCurrentScreen()) return;
|
|
|
|
|
2019-01-23 11:52:00 +00:00
|
|
|
this.Exit();
|
2018-12-13 07:17:24 +00:00
|
|
|
}
|
|
|
|
|
2019-03-18 05:57:06 +00:00
|
|
|
public void Restart()
|
2018-04-13 09:19:50 +00:00
|
|
|
{
|
2019-01-23 11:52:00 +00:00
|
|
|
if (!this.IsCurrentScreen()) return;
|
2018-12-13 07:17:24 +00:00
|
|
|
|
2018-04-13 09:19:50 +00:00
|
|
|
sampleRestart?.Play();
|
2019-05-16 08:13:03 +00:00
|
|
|
|
2018-04-13 09:19:50 +00:00
|
|
|
RestartRequested?.Invoke();
|
2019-08-06 11:10:03 +00:00
|
|
|
performImmediateExit();
|
2018-04-13 09:19:50 +00:00
|
|
|
}
|
|
|
|
|
2019-08-06 14:05:12 +00:00
|
|
|
private ScheduledDelegate completionProgressDelegate;
|
2018-04-13 09:19:50 +00:00
|
|
|
|
|
|
|
private void onCompletion()
|
|
|
|
{
|
|
|
|
// Only show the completion screen if the player hasn't failed
|
2019-08-06 14:05:12 +00:00
|
|
|
if (ScoreProcessor.HasFailed || completionProgressDelegate != null)
|
2018-04-13 09:19:50 +00:00
|
|
|
return;
|
|
|
|
|
|
|
|
ValidForResume = false;
|
|
|
|
|
2019-03-26 07:53:44 +00:00
|
|
|
if (!showResults) return;
|
2018-04-13 09:19:50 +00:00
|
|
|
|
|
|
|
using (BeginDelayedSequence(1000))
|
|
|
|
{
|
2019-08-06 14:05:12 +00:00
|
|
|
completionProgressDelegate = Schedule(delegate
|
2018-04-13 09:19:50 +00:00
|
|
|
{
|
2019-01-23 11:52:00 +00:00
|
|
|
if (!this.IsCurrentScreen()) return;
|
2018-04-13 09:19:50 +00:00
|
|
|
|
2018-11-30 09:32:08 +00:00
|
|
|
var score = CreateScore();
|
2019-03-19 14:44:15 +00:00
|
|
|
if (DrawableRuleset.ReplayScore == null)
|
2019-05-28 09:59:21 +00:00
|
|
|
scoreManager.Import(score).Wait();
|
2018-11-29 05:56:29 +00:00
|
|
|
|
2019-02-18 03:55:42 +00:00
|
|
|
this.Push(CreateResults(score));
|
2018-04-13 09:19:50 +00:00
|
|
|
});
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-11-30 09:32:08 +00:00
|
|
|
protected virtual ScoreInfo CreateScore()
|
2018-11-29 04:22:45 +00:00
|
|
|
{
|
2019-03-19 14:44:15 +00:00
|
|
|
var score = DrawableRuleset.ReplayScore?.ScoreInfo ?? new ScoreInfo
|
2018-11-29 04:22:45 +00:00
|
|
|
{
|
2018-11-30 09:31:54 +00:00
|
|
|
Beatmap = Beatmap.Value.BeatmapInfo,
|
2019-08-26 03:21:49 +00:00
|
|
|
Ruleset = rulesetInfo,
|
2019-04-10 03:03:57 +00:00
|
|
|
Mods = Mods.Value.ToArray(),
|
2018-12-27 13:16:58 +00:00
|
|
|
User = api.LocalUser.Value,
|
2018-11-29 04:22:45 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
ScoreProcessor.PopulateScore(score);
|
|
|
|
|
|
|
|
return score;
|
|
|
|
}
|
|
|
|
|
2019-03-18 02:48:11 +00:00
|
|
|
protected override bool OnScroll(ScrollEvent e) => mouseWheelDisabled.Value && !GameplayClockContainer.IsPaused.Value;
|
|
|
|
|
|
|
|
protected virtual Results CreateResults(ScoreInfo score) => new SoloResults(score);
|
|
|
|
|
|
|
|
#region Fail Logic
|
|
|
|
|
|
|
|
protected FailOverlay FailOverlay { get; private set; }
|
|
|
|
|
2019-06-04 07:13:16 +00:00
|
|
|
private FailAnimation failAnimation;
|
|
|
|
|
2018-04-13 09:19:50 +00:00
|
|
|
private bool onFail()
|
|
|
|
{
|
2019-04-10 03:03:57 +00:00
|
|
|
if (Mods.Value.OfType<IApplicableFailOverride>().Any(m => !m.AllowFail))
|
2018-04-13 09:19:50 +00:00
|
|
|
return false;
|
|
|
|
|
|
|
|
HasFailed = true;
|
2019-03-18 02:48:11 +00:00
|
|
|
|
|
|
|
// There is a chance that we could be in a paused state as the ruleset's internal clock (see FrameStabilityContainer)
|
|
|
|
// could process an extra frame after the GameplayClock is stopped.
|
|
|
|
// In such cases we want the fail state to precede a user triggered pause.
|
2019-06-11 05:28:52 +00:00
|
|
|
if (PauseOverlay.State.Value == Visibility.Visible)
|
2019-03-18 02:48:11 +00:00
|
|
|
PauseOverlay.Hide();
|
|
|
|
|
2019-06-04 07:13:16 +00:00
|
|
|
failAnimation.Start();
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Called back when the transform finishes
|
|
|
|
private void onFailComplete()
|
|
|
|
{
|
|
|
|
GameplayClockContainer.Stop();
|
|
|
|
|
2019-03-18 02:48:11 +00:00
|
|
|
FailOverlay.Retries = RestartCount;
|
|
|
|
FailOverlay.Show();
|
2018-04-13 09:19:50 +00:00
|
|
|
}
|
|
|
|
|
2019-03-18 02:48:11 +00:00
|
|
|
#endregion
|
|
|
|
|
|
|
|
#region Pause Logic
|
|
|
|
|
|
|
|
public bool IsResuming { get; private set; }
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// The amount of gameplay time after which a second pause is allowed.
|
|
|
|
/// </summary>
|
|
|
|
private const double pause_cooldown = 1000;
|
|
|
|
|
|
|
|
protected PauseOverlay PauseOverlay { get; private set; }
|
|
|
|
|
|
|
|
private double? lastPauseActionTime;
|
|
|
|
|
|
|
|
private bool canPause =>
|
|
|
|
// must pass basic screen conditions (beatmap loaded, instance allows pause)
|
2019-03-26 07:53:44 +00:00
|
|
|
LoadedBeatmapSuccessfully && allowPause && ValidForResume
|
2019-03-18 02:48:11 +00:00
|
|
|
// replays cannot be paused and exit immediately
|
2019-03-20 06:27:06 +00:00
|
|
|
&& !DrawableRuleset.HasReplayLoaded.Value
|
2019-03-18 02:48:11 +00:00
|
|
|
// cannot pause if we are already in a fail state
|
|
|
|
&& !HasFailed
|
2019-03-22 05:42:51 +00:00
|
|
|
// cannot pause if already paused (or in a cooldown state) unless we are in a resuming state.
|
|
|
|
&& (IsResuming || (GameplayClockContainer.IsPaused.Value == false && !pauseCooldownActive));
|
2019-03-18 05:40:53 +00:00
|
|
|
|
|
|
|
private bool pauseCooldownActive =>
|
|
|
|
lastPauseActionTime.HasValue && GameplayClockContainer.GameplayClock.CurrentTime < lastPauseActionTime + pause_cooldown;
|
2019-03-18 02:48:11 +00:00
|
|
|
|
|
|
|
private bool canResume =>
|
|
|
|
// cannot resume from a non-paused state
|
|
|
|
GameplayClockContainer.IsPaused.Value
|
|
|
|
// cannot resume if we are already in a fail state
|
|
|
|
&& !HasFailed
|
|
|
|
// already resuming
|
|
|
|
&& !IsResuming;
|
|
|
|
|
|
|
|
public void Pause()
|
|
|
|
{
|
|
|
|
if (!canPause) return;
|
|
|
|
|
2019-03-18 05:40:53 +00:00
|
|
|
IsResuming = false;
|
2019-03-18 02:48:11 +00:00
|
|
|
GameplayClockContainer.Stop();
|
|
|
|
PauseOverlay.Show();
|
|
|
|
lastPauseActionTime = GameplayClockContainer.GameplayClock.CurrentTime;
|
|
|
|
}
|
|
|
|
|
|
|
|
public void Resume()
|
|
|
|
{
|
|
|
|
if (!canResume) return;
|
|
|
|
|
|
|
|
IsResuming = true;
|
|
|
|
PauseOverlay.Hide();
|
2019-03-18 05:40:53 +00:00
|
|
|
|
2019-04-07 19:32:55 +00:00
|
|
|
// breaks and time-based conditions may allow instant resume.
|
2019-08-07 13:15:53 +00:00
|
|
|
if (breakOverlay.IsBreakTime.Value || GameplayClockContainer.GameplayClock.CurrentTime < Beatmap.Value.Beatmap.HitObjects.First().StartTime)
|
2019-03-18 05:40:53 +00:00
|
|
|
completeResume();
|
|
|
|
else
|
2019-03-20 06:27:06 +00:00
|
|
|
DrawableRuleset.RequestResume(completeResume);
|
2019-03-18 05:40:53 +00:00
|
|
|
|
|
|
|
void completeResume()
|
|
|
|
{
|
|
|
|
GameplayClockContainer.Start();
|
|
|
|
IsResuming = false;
|
|
|
|
}
|
2019-03-18 02:48:11 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
#endregion
|
|
|
|
|
|
|
|
#region Screen Logic
|
|
|
|
|
2019-01-23 11:52:00 +00:00
|
|
|
public override void OnEntering(IScreen last)
|
2018-04-13 09:19:50 +00:00
|
|
|
{
|
|
|
|
base.OnEntering(last);
|
|
|
|
|
2018-04-20 08:30:27 +00:00
|
|
|
if (!LoadedBeatmapSuccessfully)
|
2018-04-13 09:19:50 +00:00
|
|
|
return;
|
|
|
|
|
2019-01-23 11:52:00 +00:00
|
|
|
Alpha = 0;
|
|
|
|
this
|
2018-04-13 09:19:50 +00:00
|
|
|
.ScaleTo(0.7f)
|
|
|
|
.ScaleTo(1, 750, Easing.OutQuint)
|
|
|
|
.Delay(250)
|
|
|
|
.FadeIn(250);
|
|
|
|
|
2019-02-20 07:53:57 +00:00
|
|
|
Background.EnableUserDim.Value = true;
|
2019-03-20 05:17:35 +00:00
|
|
|
Background.BlurAmount.Value = 0;
|
2019-02-25 04:15:37 +00:00
|
|
|
|
2019-02-28 11:01:15 +00:00
|
|
|
Background.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
|
2019-07-12 02:50:06 +00:00
|
|
|
DimmableStoryboard.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
|
2019-02-28 11:30:23 +00:00
|
|
|
|
2019-02-25 04:15:37 +00:00
|
|
|
storyboardReplacesBackground.Value = Beatmap.Value.Storyboard.ReplacesBackground && Beatmap.Value.Storyboard.HasDrawable;
|
2019-02-18 07:34:11 +00:00
|
|
|
|
2019-03-17 15:46:15 +00:00
|
|
|
GameplayClockContainer.Restart();
|
2019-03-18 02:48:11 +00:00
|
|
|
GameplayClockContainer.FadeInFromZero(750, Easing.OutQuint);
|
2019-06-29 01:23:59 +00:00
|
|
|
|
|
|
|
foreach (var mod in Mods.Value.OfType<IApplicableToHUD>())
|
|
|
|
mod.ApplyToHUD(HUDOverlay);
|
2018-04-13 09:19:50 +00:00
|
|
|
}
|
|
|
|
|
2019-01-23 11:52:00 +00:00
|
|
|
public override void OnSuspending(IScreen next)
|
2018-04-13 09:19:50 +00:00
|
|
|
{
|
|
|
|
fadeOut();
|
|
|
|
base.OnSuspending(next);
|
|
|
|
}
|
|
|
|
|
2019-01-23 11:52:00 +00:00
|
|
|
public override bool OnExiting(IScreen next)
|
2018-04-13 09:19:50 +00:00
|
|
|
{
|
2019-08-06 14:05:12 +00:00
|
|
|
if (completionProgressDelegate != null && !completionProgressDelegate.Cancelled && !completionProgressDelegate.Completed)
|
2018-07-27 22:34:51 +00:00
|
|
|
{
|
2019-08-06 14:05:12 +00:00
|
|
|
// proceed to result screen if beatmap already finished playing
|
|
|
|
completionProgressDelegate.RunTask();
|
2018-07-27 22:34:51 +00:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2019-03-22 05:42:51 +00:00
|
|
|
if (canPause)
|
2018-04-13 09:19:50 +00:00
|
|
|
{
|
2019-03-18 02:48:11 +00:00
|
|
|
Pause();
|
2019-03-16 05:20:10 +00:00
|
|
|
return true;
|
2018-04-13 09:19:50 +00:00
|
|
|
}
|
|
|
|
|
2019-09-13 06:41:53 +00:00
|
|
|
// ValidForResume is false when restarting
|
|
|
|
if (ValidForResume)
|
2019-06-04 07:13:16 +00:00
|
|
|
{
|
2019-09-13 06:41:53 +00:00
|
|
|
if (pauseCooldownActive && !GameplayClockContainer.IsPaused.Value)
|
|
|
|
// still want to block if we are within the cooldown period and not already paused.
|
|
|
|
return true;
|
|
|
|
|
|
|
|
if (HasFailed && !FailOverlay.IsPresent)
|
|
|
|
{
|
|
|
|
failAnimation.FinishTransforms(true);
|
|
|
|
return true;
|
|
|
|
}
|
2019-06-04 07:13:16 +00:00
|
|
|
}
|
|
|
|
|
2019-03-17 15:46:15 +00:00
|
|
|
GameplayClockContainer.ResetLocalAdjustments();
|
2019-02-15 07:17:01 +00:00
|
|
|
|
2019-03-16 05:20:10 +00:00
|
|
|
fadeOut();
|
|
|
|
return base.OnExiting(next);
|
2018-04-13 09:19:50 +00:00
|
|
|
}
|
|
|
|
|
2018-08-02 10:08:23 +00:00
|
|
|
private void fadeOut(bool instant = false)
|
2018-04-13 09:19:50 +00:00
|
|
|
{
|
2018-08-02 10:08:23 +00:00
|
|
|
float fadeOutDuration = instant ? 0 : 250;
|
2019-01-23 11:52:00 +00:00
|
|
|
this.FadeOut(fadeOutDuration);
|
2019-02-28 11:30:23 +00:00
|
|
|
|
2019-02-20 07:53:57 +00:00
|
|
|
Background.EnableUserDim.Value = false;
|
2019-02-25 04:15:37 +00:00
|
|
|
storyboardReplacesBackground.Value = false;
|
2018-04-13 09:19:50 +00:00
|
|
|
}
|
|
|
|
|
2019-03-18 02:48:11 +00:00
|
|
|
#endregion
|
2018-04-13 09:19:50 +00:00
|
|
|
}
|
|
|
|
}
|