osu/osu.Game/Screens/Play/Player.cs
Dean Herbert 4f89cc0784 Merge pull request #298 from peppy/skip-button
Make skip button work.
2017-02-03 12:47:53 +09:00

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);
}
}
}