mirror of https://github.com/ppy/osu
194 lines
5.8 KiB
C#
194 lines
5.8 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 System.Linq;
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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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using OpenTK;
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using osu.Framework.GameModes;
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using osu.Game.Modes.UI;
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using osu.Game.Screens.Ranking;
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using osu.Game.Configuration;
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using osu.Framework.Configuration;
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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() => null;
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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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private IAdjustableClock sourceClock;
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private Ruleset ruleset;
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private ScoreProcessor scoreProcessor;
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private HitRenderer hitRenderer;
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private Bindable<int> dimLevel;
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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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Schedule(() =>
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{
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sourceClock.Reset();
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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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scoreOverlay.BindProcessor(scoreProcessor = ruleset.CreateScoreProcessor());
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hitRenderer = ruleset.CreateHitRendererWith(beatmap.HitObjects);
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hitRenderer.OnJudgement += scoreProcessor.AddJudgement;
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hitRenderer.OnAllJudged += hitRenderer_OnAllJudged;
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if (Autoplay)
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hitRenderer.Schedule(() => hitRenderer.DrawableObjects.ForEach(h => h.State = ArmedState.Hit));
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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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Clock = new InterpolatingFramedClock(sourceClock),
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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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dimLevel = game.Config.GetBindable<int>(OsuConfig.DimLevel);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Delay(250, true);
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Content.FadeIn(250);
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Delay(500, true);
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Schedule(() =>
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{
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sourceClock.Start();
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});
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}
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private void hitRenderer_OnAllJudged()
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{
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Delay(1000);
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Schedule(delegate
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{
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ValidForResume = false;
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Push(new Results
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{
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Score = scoreProcessor.GetScore()
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});
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});
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}
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protected override void OnEntering(GameMode last)
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{
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base.OnEntering(last);
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(Background as BackgroundModeBeatmap)?.BlurTo(Vector2.Zero, 1000);
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Background?.FadeTo((100f- dimLevel)/100,1000);
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Content.Alpha = 0;
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}
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protected override bool OnExiting(GameMode next)
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{
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Background?.FadeTo(1f, 0);
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return base.OnExiting(next);
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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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bool leftViaKeyboard;
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bool rightViaKeyboard;
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protected override void TransformState(InputState state)
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{
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base.TransformState(state);
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MouseState mouse = (MouseState)state.Mouse;
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if (state.Keyboard != null)
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{
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leftViaKeyboard = state.Keyboard.Keys.Contains(Key.Z);
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rightViaKeyboard = state.Keyboard.Keys.Contains(Key.X);
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}
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if (state.Mouse != null)
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{
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if (leftViaKeyboard) mouse.ButtonStates.Find(s => s.Button == MouseButton.Left).State = true;
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if (rightViaKeyboard) mouse.ButtonStates.Find(s => s.Button == MouseButton.Right).State = true;
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}
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}
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}
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}
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} |