mirror of https://github.com/ppy/osu
Add leaderboard display to realtime player
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3c33ea7f1c
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@ -3,6 +3,7 @@
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using System;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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@ -12,7 +13,9 @@
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using osu.Game.Online.RealtimeMultiplayer;
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using osu.Game.Scoring;
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using osu.Game.Screens.Multi.Play;
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using osu.Game.Screens.Play.HUD;
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using osu.Game.Screens.Ranking;
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using osuTK;
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namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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{
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@ -30,6 +33,8 @@ public class RealtimePlayer : TimeshiftPlayer
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private readonly TaskCompletionSource<bool> resultsReady = new TaskCompletionSource<bool>();
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private readonly ManualResetEventSlim startedEvent = new ManualResetEventSlim();
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private MultiplayerGameplayLeaderboard leaderboard;
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public RealtimePlayer(PlaylistItem playlistItem)
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: base(playlistItem, false)
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{
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@ -55,6 +60,24 @@ private void load()
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this.Exit();
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});
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}
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Debug.Assert(client.Room != null);
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int[] userIds = client.Room.Users.Where(u => u.State >= MultiplayerUserState.WaitingForLoad).Select(u => u.UserID).ToArray();
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// todo: this should be implemented via a custom HUD implementation, and correctly masked to the main content area.
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LoadComponentAsync(leaderboard = new MultiplayerGameplayLeaderboard(ScoreProcessor, userIds), HUDOverlay.Add);
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}
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protected override void Update()
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{
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base.Update();
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const float padding = 44; // enough margin to avoid the hit error display.
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leaderboard.Position = new Vector2(
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padding,
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padding + HUDOverlay.TopScoringElementsHeight);
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}
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private void onMatchStarted() => startedEvent.Set();
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@ -28,6 +28,11 @@ public class HUDOverlay : Container, IKeyBindingHandler<GlobalAction>
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public const Easing FADE_EASING = Easing.Out;
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/// <summary>
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/// The total height of all the top of screen scoring elements.
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/// </summary>
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public float TopScoringElementsHeight { get; private set; }
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public readonly KeyCounterDisplay KeyCounter;
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public readonly SkinnableComboCounter ComboCounter;
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public readonly SkinnableScoreCounter ScoreCounter;
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@ -209,7 +214,7 @@ protected override void Update()
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// HACK: for now align with the accuracy counter.
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// this is done for the sake of hacky legacy skins which extend the health bar to take up the full screen area.
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// it only works with the default skin due to padding offsetting it *just enough* to coexist.
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topRightElements.Y = ToLocalSpace(AccuracyCounter.Drawable.ScreenSpaceDrawQuad.BottomRight).Y;
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topRightElements.Y = TopScoringElementsHeight = ToLocalSpace(AccuracyCounter.Drawable.ScreenSpaceDrawQuad.BottomRight).Y;
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bottomRightElements.Y = -Progress.Height;
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}
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