mirror of
https://github.com/ppy/osu
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68 lines
2.6 KiB
C#
68 lines
2.6 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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namespace osu.Game.Graphics.Containers
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{
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public class BeatSyncedContainer : Container
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{
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protected readonly Bindable<WorkingBeatmap> Beatmap = new Bindable<WorkingBeatmap>();
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private int lastBeat;
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private TimingControlPoint lastTimingPoint;
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/// <summary>
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/// The amount of time before a beat we should fire <see cref="OnNewBeat(int, TimingControlPoint, EffectControlPoint, TrackAmplitudes)"/>.
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/// This allows for adding easing to animations that may be synchronised to the beat.
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/// </summary>
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protected double EarlyActivationMilliseconds;
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protected override void Update()
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{
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if (Beatmap.Value?.Track == null)
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return;
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double currentTrackTime = Beatmap.Value.Track.CurrentTime + EarlyActivationMilliseconds;
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TimingControlPoint timingPoint = Beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(currentTrackTime);
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EffectControlPoint effectPoint = Beatmap.Value.Beatmap.ControlPointInfo.EffectPointAt(currentTrackTime);
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if (timingPoint.BeatLength == 0)
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return;
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int beatIndex = (int)((currentTrackTime - timingPoint.Time) / timingPoint.BeatLength);
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// The beats before the start of the first control point are off by 1, this should do the trick
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if (currentTrackTime < timingPoint.Time)
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beatIndex--;
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if (timingPoint == lastTimingPoint && beatIndex == lastBeat)
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return;
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double offsetFromBeat = (timingPoint.Time - currentTrackTime) % timingPoint.BeatLength;
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using (BeginDelayedSequence(offsetFromBeat, true))
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OnNewBeat(beatIndex, timingPoint, effectPoint, Beatmap.Value.Track.CurrentAmplitudes);
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lastBeat = beatIndex;
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lastTimingPoint = timingPoint;
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}
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[BackgroundDependencyLoader]
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private void load(OsuGameBase game)
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{
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Beatmap.BindTo(game.Beatmap);
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}
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protected virtual void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
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{
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}
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}
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}
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