osu/osu.Game/Storyboards/Drawables/DrawableStoryboardSample.cs
Dean Herbert 05982f42ab Add more comprehensive commenting and simplify base call logic
We can call the base method regardless for better safety. Worst case
it's just going to run `Stop()` twice anyway.
2021-02-01 16:43:54 +09:00

89 lines
3.4 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Game.Rulesets.Mods;
using osu.Game.Skinning;
namespace osu.Game.Storyboards.Drawables
{
public class DrawableStoryboardSample : PausableSkinnableSound
{
/// <summary>
/// The amount of time allowable beyond the start time of the sample, for the sample to start.
/// </summary>
private const double allowable_late_start = 100;
private readonly StoryboardSampleInfo sampleInfo;
public override bool RemoveWhenNotAlive => false;
public DrawableStoryboardSample(StoryboardSampleInfo sampleInfo)
: base(sampleInfo)
{
this.sampleInfo = sampleInfo;
LifetimeStart = sampleInfo.StartTime;
}
[Resolved]
private IBindable<IReadOnlyList<Mod>> mods { get; set; }
protected override void SkinChanged(ISkinSource skin, bool allowFallback)
{
base.SkinChanged(skin, allowFallback);
foreach (var mod in mods.Value.OfType<IApplicableToSample>())
{
foreach (var sample in DrawableSamples)
mod.ApplyToSample(sample);
}
}
protected override void SamplePlaybackDisabledChanged(ValueChangedEvent<bool> disabled)
{
if (!RequestedPlaying) return;
if (!Looping && disabled.NewValue)
{
// the default behaviour for sample disabling is to allow one-shot samples to play out.
// storyboards regularly have long running samples that can cause this behaviour to lead to unintended results.
// for this reason, we immediately stop such samples.
Stop();
}
base.SamplePlaybackDisabledChanged(disabled);
}
protected override void Update()
{
base.Update();
if (Time.Current < sampleInfo.StartTime)
{
// We've rewound before the start time of the sample
Stop();
// In the case that the user fast-forwards to a point far beyond the start time of the sample,
// we want to be able to fall into the if-conditional below (therefore we must not have a life time end)
LifetimeStart = sampleInfo.StartTime;
LifetimeEnd = double.MaxValue;
}
else if (Time.Current - Time.Elapsed <= sampleInfo.StartTime)
{
// We've passed the start time of the sample. We only play the sample if we're within an allowable range
// from the sample's start, to reduce layering if we've been fast-forwarded far into the future
if (!RequestedPlaying && Time.Current - sampleInfo.StartTime < allowable_late_start)
Play();
// In the case that the user rewinds to a point far behind the start time of the sample,
// we want to be able to fall into the if-conditional above (therefore we must not have a life time start)
LifetimeStart = double.MinValue;
LifetimeEnd = sampleInfo.StartTime;
}
}
}
}