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https://github.com/ppy/osu
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05982f42ab
We can call the base method regardless for better safety. Worst case it's just going to run `Stop()` twice anyway.
89 lines
3.4 KiB
C#
89 lines
3.4 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.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Skinning;
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namespace osu.Game.Storyboards.Drawables
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{
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public class DrawableStoryboardSample : PausableSkinnableSound
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{
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/// <summary>
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/// The amount of time allowable beyond the start time of the sample, for the sample to start.
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/// </summary>
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private const double allowable_late_start = 100;
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private readonly StoryboardSampleInfo sampleInfo;
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public override bool RemoveWhenNotAlive => false;
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public DrawableStoryboardSample(StoryboardSampleInfo sampleInfo)
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: base(sampleInfo)
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{
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this.sampleInfo = sampleInfo;
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LifetimeStart = sampleInfo.StartTime;
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}
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[Resolved]
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private IBindable<IReadOnlyList<Mod>> mods { get; set; }
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protected override void SkinChanged(ISkinSource skin, bool allowFallback)
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{
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base.SkinChanged(skin, allowFallback);
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foreach (var mod in mods.Value.OfType<IApplicableToSample>())
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{
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foreach (var sample in DrawableSamples)
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mod.ApplyToSample(sample);
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}
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}
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protected override void SamplePlaybackDisabledChanged(ValueChangedEvent<bool> disabled)
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{
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if (!RequestedPlaying) return;
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if (!Looping && disabled.NewValue)
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{
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// the default behaviour for sample disabling is to allow one-shot samples to play out.
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// storyboards regularly have long running samples that can cause this behaviour to lead to unintended results.
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// for this reason, we immediately stop such samples.
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Stop();
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}
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base.SamplePlaybackDisabledChanged(disabled);
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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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if (Time.Current < sampleInfo.StartTime)
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{
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// We've rewound before the start time of the sample
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Stop();
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// In the case that the user fast-forwards to a point far beyond the start time of the sample,
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// we want to be able to fall into the if-conditional below (therefore we must not have a life time end)
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LifetimeStart = sampleInfo.StartTime;
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LifetimeEnd = double.MaxValue;
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}
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else if (Time.Current - Time.Elapsed <= sampleInfo.StartTime)
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{
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// We've passed the start time of the sample. We only play the sample if we're within an allowable range
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// from the sample's start, to reduce layering if we've been fast-forwarded far into the future
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if (!RequestedPlaying && Time.Current - sampleInfo.StartTime < allowable_late_start)
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Play();
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// In the case that the user rewinds to a point far behind the start time of the sample,
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// we want to be able to fall into the if-conditional above (therefore we must not have a life time start)
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LifetimeStart = double.MinValue;
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LifetimeEnd = sampleInfo.StartTime;
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}
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}
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}
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}
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