Merge pull request #19958 from peppy/fix-fail-freq-stuck

Ensure fail animation sequence isn't run after the player exit sequence has started
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Dan Balasescu 2022-08-27 00:58:41 +09:00 committed by GitHub
commit cf6bb3b030
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3 changed files with 30 additions and 17 deletions

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@ -146,6 +146,7 @@ public virtual bool TryTransferTrack([NotNull] WorkingBeatmap target)
/// Get the loaded audio track instance. <see cref="LoadTrack"/> must have first been called.
/// This generally happens via MusicController when changing the global beatmap.
/// </summary>
[NotNull]
public Track Track
{
get

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@ -1,14 +1,11 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Game.Rulesets.UI;
using System;
using System.Collections.Generic;
using JetBrains.Annotations;
using ManagedBass.Fx;
using osu.Framework.Allocation;
using osu.Framework.Audio.Sample;
@ -34,27 +31,27 @@ namespace osu.Game.Screens.Play
/// </summary>
public class FailAnimation : Container
{
public Action OnComplete;
public Action? OnComplete;
private readonly DrawableRuleset drawableRuleset;
private readonly BindableDouble trackFreq = new BindableDouble(1);
private readonly BindableDouble volumeAdjustment = new BindableDouble(0.5);
private Container filters;
private Container filters = null!;
private Box redFlashLayer;
private Box redFlashLayer = null!;
private Track track;
private Track track = null!;
private AudioFilter failLowPassFilter;
private AudioFilter failHighPassFilter;
private AudioFilter failLowPassFilter = null!;
private AudioFilter failHighPassFilter = null!;
private const float duration = 2500;
private Sample failSample;
private Sample? failSample;
[Resolved]
private OsuConfigManager config { get; set; }
private OsuConfigManager config { get; set; } = null!;
protected override Container<Drawable> Content { get; } = new Container
{
@ -66,8 +63,7 @@ public class FailAnimation : Container
/// <summary>
/// The player screen background, used to adjust appearance on failing.
/// </summary>
[CanBeNull]
public BackgroundScreen Background { private get; set; }
public BackgroundScreen? Background { private get; set; }
public FailAnimation(DrawableRuleset drawableRuleset)
{
@ -105,6 +101,7 @@ private void load(AudioManager audio, IBindable<WorkingBeatmap> beatmap)
}
private bool started;
private bool filtersRemoved;
/// <summary>
/// Start the fail animation playing.
@ -113,6 +110,7 @@ private void load(AudioManager audio, IBindable<WorkingBeatmap> beatmap)
public void Start()
{
if (started) throw new InvalidOperationException("Animation cannot be started more than once.");
if (filtersRemoved) throw new InvalidOperationException("Animation cannot be started after filters have been removed.");
started = true;
@ -125,7 +123,7 @@ public void Start()
failHighPassFilter.CutoffTo(300);
failLowPassFilter.CutoffTo(300, duration, Easing.OutCubic);
failSample.Play();
failSample?.Play();
track.AddAdjustment(AdjustableProperty.Frequency, trackFreq);
track.AddAdjustment(AdjustableProperty.Volume, volumeAdjustment);
@ -155,10 +153,15 @@ public void Start()
public void RemoveFilters(bool resetTrackFrequency = true)
{
if (resetTrackFrequency)
track?.RemoveAdjustment(AdjustableProperty.Frequency, trackFreq);
filtersRemoved = true;
track?.RemoveAdjustment(AdjustableProperty.Volume, volumeAdjustment);
if (!started)
return;
if (resetTrackFrequency)
track.RemoveAdjustment(AdjustableProperty.Frequency, trackFreq);
track.RemoveAdjustment(AdjustableProperty.Volume, volumeAdjustment);
if (filters.Parent == null)
return;

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@ -4,6 +4,7 @@
#nullable disable
using System;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Threading;
@ -827,9 +828,17 @@ protected override bool OnScroll(ScrollEvent e)
private bool onFail()
{
// Failing after the quit sequence has started may cause weird side effects with the fail animation / effects.
if (GameplayState.HasQuit)
return false;
if (!CheckModsAllowFailure())
return false;
Debug.Assert(!GameplayState.HasFailed);
Debug.Assert(!GameplayState.HasPassed);
Debug.Assert(!GameplayState.HasQuit);
GameplayState.HasFailed = true;
updateGameplayState();