mirror of
https://github.com/ppy/osu
synced 2024-12-24 15:53:37 +00:00
4f89cc0784
Make skip button work.
311 lines
9.2 KiB
C#
311 lines
9.2 KiB
C#
//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
|
|
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
|
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Audio;
|
|
using osu.Framework.Audio.Track;
|
|
using osu.Framework.Extensions.IEnumerableExtensions;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Timing;
|
|
using osu.Game.Database;
|
|
using osu.Game.Modes;
|
|
using osu.Game.Modes.Objects.Drawables;
|
|
using osu.Game.Screens.Backgrounds;
|
|
using OpenTK;
|
|
using osu.Framework.GameModes;
|
|
using osu.Game.Modes.UI;
|
|
using osu.Game.Screens.Ranking;
|
|
using osu.Game.Configuration;
|
|
using osu.Game.Overlays.Pause;
|
|
using osu.Framework.Configuration;
|
|
using System;
|
|
using System.Linq;
|
|
using osu.Game.Beatmaps;
|
|
using OpenTK.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
|
|
namespace osu.Game.Screens.Play
|
|
{
|
|
public class Player : OsuGameMode
|
|
{
|
|
public bool Autoplay;
|
|
|
|
protected override BackgroundMode CreateBackground() => new BackgroundModeBeatmap(Beatmap);
|
|
|
|
internal override bool ShowOverlays => false;
|
|
|
|
public BeatmapInfo BeatmapInfo;
|
|
|
|
public PlayMode PreferredPlayMode;
|
|
|
|
private bool isPaused;
|
|
public bool IsPaused
|
|
{
|
|
get
|
|
{
|
|
return isPaused;
|
|
}
|
|
}
|
|
|
|
public int RestartCount;
|
|
|
|
private double pauseCooldown = 1000;
|
|
private double lastPauseActionTime = 0;
|
|
|
|
private bool canPause => Time.Current >= (lastPauseActionTime + pauseCooldown);
|
|
|
|
private IAdjustableClock sourceClock;
|
|
|
|
private Ruleset ruleset;
|
|
|
|
private ScoreProcessor scoreProcessor;
|
|
private HitRenderer hitRenderer;
|
|
private Bindable<int> dimLevel;
|
|
private SkipButton skipButton;
|
|
|
|
private ScoreOverlay scoreOverlay;
|
|
private PauseOverlay pauseOverlay;
|
|
private PlayerInputManager playerInputManager;
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(AudioManager audio, BeatmapDatabase beatmaps, OsuGameBase game, OsuConfigManager config)
|
|
{
|
|
dimLevel = config.GetBindable<int>(OsuConfig.DimLevel);
|
|
try
|
|
{
|
|
if (Beatmap == null)
|
|
Beatmap = beatmaps.GetWorkingBeatmap(BeatmapInfo);
|
|
}
|
|
catch
|
|
{
|
|
//couldn't load, hard abort!
|
|
Exit();
|
|
return;
|
|
}
|
|
|
|
AudioTrack track = Beatmap.Track;
|
|
|
|
if (track != null)
|
|
{
|
|
audio.Track.SetExclusive(track);
|
|
sourceClock = track;
|
|
}
|
|
|
|
sourceClock = (IAdjustableClock)track ?? new StopwatchClock();
|
|
|
|
Schedule(() =>
|
|
{
|
|
sourceClock.Reset();
|
|
});
|
|
|
|
var beatmap = Beatmap.Beatmap;
|
|
|
|
if (beatmap.BeatmapInfo?.Mode > PlayMode.Osu)
|
|
{
|
|
//we only support osu! mode for now because the hitobject parsing is crappy and needs a refactor.
|
|
Exit();
|
|
return;
|
|
}
|
|
|
|
PlayMode usablePlayMode = beatmap.BeatmapInfo?.Mode > PlayMode.Osu ? beatmap.BeatmapInfo.Mode : PreferredPlayMode;
|
|
|
|
ruleset = Ruleset.GetRuleset(usablePlayMode);
|
|
|
|
scoreOverlay = ruleset.CreateScoreOverlay();
|
|
scoreOverlay.BindProcessor(scoreProcessor = ruleset.CreateScoreProcessor(beatmap.HitObjects.Count));
|
|
|
|
pauseOverlay = new PauseOverlay
|
|
{
|
|
Depth = -1,
|
|
OnResume = delegate {
|
|
Delay(400);
|
|
Schedule(Resume);
|
|
},
|
|
OnRetry = Restart,
|
|
OnQuit = Exit
|
|
};
|
|
|
|
hitRenderer = ruleset.CreateHitRendererWith(beatmap.HitObjects);
|
|
|
|
//bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
|
|
hitRenderer.OnJudgement += scoreProcessor.AddJudgement;
|
|
hitRenderer.OnAllJudged += onPass;
|
|
|
|
//bind ScoreProcessor to ourselves (for a fail situation)
|
|
scoreProcessor.Failed += onFail;
|
|
|
|
if (Autoplay)
|
|
hitRenderer.Schedule(() => hitRenderer.DrawableObjects.ForEach(h => h.State = ArmedState.Hit));
|
|
|
|
Children = new Drawable[]
|
|
{
|
|
playerInputManager = new PlayerInputManager(game.Host)
|
|
{
|
|
Clock = new InterpolatingFramedClock(sourceClock),
|
|
PassThrough = false,
|
|
Children = new Drawable[]
|
|
{
|
|
hitRenderer,
|
|
skipButton = new SkipButton { Alpha = 0 },
|
|
}
|
|
},
|
|
scoreOverlay,
|
|
pauseOverlay
|
|
};
|
|
}
|
|
|
|
private void initializeSkipButton()
|
|
{
|
|
const double skip_required_cutoff = 3000;
|
|
const double fade_time = 300;
|
|
|
|
double firstHitObject = Beatmap.Beatmap.HitObjects.First().StartTime;
|
|
|
|
if (firstHitObject < skip_required_cutoff)
|
|
{
|
|
skipButton.Alpha = 0;
|
|
skipButton.Expire();
|
|
return;
|
|
}
|
|
|
|
skipButton.FadeInFromZero(fade_time);
|
|
|
|
skipButton.Action = () =>
|
|
{
|
|
sourceClock.Seek(firstHitObject - skip_required_cutoff - fade_time);
|
|
skipButton.Action = null;
|
|
};
|
|
|
|
skipButton.Delay(firstHitObject - skip_required_cutoff - fade_time);
|
|
skipButton.FadeOut(fade_time);
|
|
skipButton.Expire();
|
|
}
|
|
|
|
public void Pause(bool force = false)
|
|
{
|
|
if (canPause || force)
|
|
{
|
|
lastPauseActionTime = Time.Current;
|
|
playerInputManager.PassThrough = true;
|
|
scoreOverlay.KeyCounter.IsCounting = false;
|
|
pauseOverlay.Retries = RestartCount;
|
|
pauseOverlay.Show();
|
|
sourceClock.Stop();
|
|
isPaused = true;
|
|
}
|
|
else
|
|
{
|
|
isPaused = false;
|
|
}
|
|
}
|
|
|
|
public void Resume()
|
|
{
|
|
lastPauseActionTime = Time.Current;
|
|
playerInputManager.PassThrough = false;
|
|
scoreOverlay.KeyCounter.IsCounting = true;
|
|
pauseOverlay.Hide();
|
|
sourceClock.Start();
|
|
isPaused = false;
|
|
}
|
|
|
|
public void TogglePaused()
|
|
{
|
|
isPaused = !IsPaused;
|
|
if (IsPaused) Pause(); else Resume();
|
|
}
|
|
|
|
public void Restart()
|
|
{
|
|
sourceClock.Stop(); // If the clock is running and Restart is called the game will lag until relaunch
|
|
|
|
var newPlayer = new Player();
|
|
|
|
newPlayer.Preload(Game, delegate
|
|
{
|
|
newPlayer.RestartCount = RestartCount + 1;
|
|
ValidForResume = false;
|
|
|
|
if (!Push(newPlayer))
|
|
{
|
|
// Error(?)
|
|
}
|
|
});
|
|
}
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
|
|
Delay(250, true);
|
|
Content.FadeIn(250);
|
|
|
|
Delay(500, true);
|
|
|
|
Schedule(() =>
|
|
{
|
|
sourceClock.Start();
|
|
initializeSkipButton();
|
|
});
|
|
}
|
|
|
|
private void onPass()
|
|
{
|
|
Delay(1000);
|
|
Schedule(delegate
|
|
{
|
|
ValidForResume = false;
|
|
Push(new Results
|
|
{
|
|
Score = scoreProcessor.GetScore()
|
|
});
|
|
});
|
|
}
|
|
|
|
private void onFail()
|
|
{
|
|
Content.FadeColour(Color4.Red, 500);
|
|
sourceClock.Stop();
|
|
|
|
Delay(500);
|
|
Schedule(delegate
|
|
{
|
|
ValidForResume = false;
|
|
Push(new FailDialog());
|
|
});
|
|
}
|
|
|
|
protected override void OnEntering(GameMode last)
|
|
{
|
|
base.OnEntering(last);
|
|
|
|
(Background as BackgroundModeBeatmap)?.BlurTo(Vector2.Zero, 1000);
|
|
Background?.FadeTo((100f- dimLevel)/100, 1000);
|
|
|
|
Content.Alpha = 0;
|
|
dimLevel.ValueChanged += dimChanged;
|
|
}
|
|
|
|
protected override bool OnExiting(GameMode next)
|
|
{
|
|
if (pauseOverlay.State != Visibility.Visible && !canPause) return true;
|
|
|
|
if (!IsPaused && sourceClock.IsRunning) // For if the user presses escape quickly when entering the map
|
|
{
|
|
Pause();
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
dimLevel.ValueChanged -= dimChanged;
|
|
Background?.FadeTo(1f, 200);
|
|
return base.OnExiting(next);
|
|
}
|
|
}
|
|
|
|
private void dimChanged(object sender, EventArgs e)
|
|
{
|
|
Background?.FadeTo((100f - dimLevel) / 100, 800);
|
|
}
|
|
}
|
|
} |