mirror of https://github.com/ppy/osu
87 lines
2.7 KiB
C#
87 lines
2.7 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using System.Threading;
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using osuTK;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Platform;
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using osu.Game.IO;
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using osu.Game.Screens.Play;
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namespace osu.Game.Storyboards.Drawables
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{
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public class DrawableStoryboard : Container<DrawableStoryboardLayer>
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{
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[Cached]
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public Storyboard Storyboard { get; }
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protected override Container<DrawableStoryboardLayer> Content { get; }
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protected override Vector2 DrawScale => new Vector2(Parent.DrawHeight / 480);
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private bool passing = true;
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public bool Passing
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{
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get => passing;
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set
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{
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if (passing == value) return;
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passing = value;
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updateLayerVisibility();
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}
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}
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public override bool RemoveCompletedTransforms => false;
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private DependencyContainer dependencies;
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) =>
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dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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public DrawableStoryboard(Storyboard storyboard)
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{
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Storyboard = storyboard;
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Size = new Vector2(640, 480);
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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AddInternal(Content = new Container<DrawableStoryboardLayer>
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{
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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});
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}
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[BackgroundDependencyLoader(true)]
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private void load(FileStore fileStore, GameplayClock clock, CancellationToken? cancellationToken, GameHost host)
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{
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if (clock != null)
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Clock = clock;
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dependencies.Cache(new TextureStore(host.CreateTextureLoaderStore(fileStore.Store), false, scaleAdjust: 1));
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foreach (var layer in Storyboard.Layers)
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{
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cancellationToken?.ThrowIfCancellationRequested();
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Add(layer.CreateDrawable());
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}
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}
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public DrawableStoryboardLayer OverlayLayer => Children.Single(layer => layer.Name == "Overlay");
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private void updateLayerVisibility()
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{
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foreach (var layer in Children)
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layer.Enabled = passing ? layer.Layer.VisibleWhenPassing : layer.Layer.VisibleWhenFailing;
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}
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}
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}
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