mirror of https://github.com/ppy/osu
145 lines
4.5 KiB
C#
145 lines
4.5 KiB
C#
//Copyright (c) 2007-2016 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;
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using osu.Framework.Audio.Track;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Input;
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using osu.Framework.Platform;
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using osu.Framework.Timing;
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using osu.Game.Database;
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using osu.Game.Modes;
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using osu.Game.Modes.Objects;
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using osu.Game.Modes.Objects.Drawables;
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using osu.Game.Screens.Backgrounds;
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using OpenTK.Input;
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using MouseState = osu.Framework.Input.MouseState;
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namespace osu.Game.Screens.Play
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{
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public class Player : OsuGameMode
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{
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public bool Autoplay;
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protected override BackgroundMode CreateBackground() => new BackgroundModeCustom(@"Backgrounds/bg4");
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internal override bool ShowOverlays => false;
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public BeatmapInfo BeatmapInfo;
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public PlayMode PreferredPlayMode;
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protected override IFrameBasedClock Clock => playerClock;
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private InterpolatingFramedClock playerClock;
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private IAdjustableClock sourceClock;
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private Ruleset ruleset;
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[BackgroundDependencyLoader]
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private void load(AudioManager audio, BeatmapDatabase beatmaps, OsuGameBase game)
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{
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try
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{
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if (Beatmap == null)
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Beatmap = beatmaps.GetWorkingBeatmap(BeatmapInfo);
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}
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catch
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{
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//couldn't load, hard abort!
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Exit();
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return;
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}
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AudioTrack track = Beatmap.Track;
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if (track != null)
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{
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audio.Track.SetExclusive(track);
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sourceClock = track;
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}
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sourceClock = (IAdjustableClock)track ?? new StopwatchClock();
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playerClock = new InterpolatingFramedClock(sourceClock);
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Schedule(() =>
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{
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sourceClock.Reset();
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sourceClock.Start();
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});
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var beatmap = Beatmap.Beatmap;
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if (beatmap.BeatmapInfo?.Mode > PlayMode.Osu)
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{
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//we only support osu! mode for now because the hitobject parsing is crappy and needs a refactor.
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Exit();
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return;
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}
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PlayMode usablePlayMode = beatmap.BeatmapInfo?.Mode > PlayMode.Osu ? beatmap.BeatmapInfo.Mode : PreferredPlayMode;
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ruleset = Ruleset.GetRuleset(usablePlayMode);
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var scoreOverlay = ruleset.CreateScoreOverlay();
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var hitRenderer = ruleset.CreateHitRendererWith(beatmap.HitObjects);
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hitRenderer.OnHit += delegate (HitObject h) { scoreOverlay.OnHit(h); };
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hitRenderer.OnMiss += delegate (HitObject h) { scoreOverlay.OnMiss(h); };
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if (Autoplay)
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hitRenderer.Schedule(() => hitRenderer.DrawableObjects.ForEach(h => h.State = ArmedState.Armed));
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Children = new Drawable[]
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{
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new PlayerInputManager(game.Host)
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{
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PassThrough = false,
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Children = new Drawable[]
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{
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hitRenderer,
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}
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},
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scoreOverlay,
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};
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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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playerClock.ProcessFrame();
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}
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class PlayerInputManager : UserInputManager
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{
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public PlayerInputManager(BasicGameHost host)
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: base(host)
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{
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}
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protected override void UpdateMouseState(InputState state)
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{
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base.UpdateMouseState(state);
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MouseState mouse = (MouseState)state.Mouse;
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foreach (Key k in state.Keyboard.Keys)
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{
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switch (k)
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{
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case Key.Z:
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mouse.ButtonStates.Find(s => s.Button == MouseButton.Left).State = true;
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break;
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case Key.X:
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mouse.ButtonStates.Find(s => s.Button == MouseButton.Right).State = true;
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break;
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}
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}
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}
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}
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}
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}
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