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osu-lazer/osu.Game/Screens/Play/ComboEffects.cs

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// 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.
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#nullable disable
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using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Containers;
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using osu.Game.Audio;
using osu.Game.Configuration;
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using osu.Game.Rulesets.Scoring;
using osu.Game.Skinning;
namespace osu.Game.Screens.Play
{
public class ComboEffects : CompositeDrawable
{
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private readonly ScoreProcessor processor;
private SkinnableSound comboBreakSample;
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private Bindable<bool> alwaysPlayFirst;
private double? firstBreakTime;
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public ComboEffects(ScoreProcessor processor)
{
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this.processor = processor;
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}
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[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
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{
InternalChild = comboBreakSample = new SkinnableSound(new SampleInfo("Gameplay/combobreak"));
alwaysPlayFirst = config.GetBindable<bool>(OsuSetting.AlwaysPlayFirstComboBreak);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
processor.Combo.BindValueChanged(onComboChange);
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}
[Resolved(canBeNull: true)]
private ISamplePlaybackDisabler samplePlaybackDisabler { get; set; }
[Resolved]
private GameplayClock gameplayClock { get; set; }
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private void onComboChange(ValueChangedEvent<int> combo)
{
// handle the case of rewinding before the first combo break time.
if (gameplayClock.CurrentTime < firstBreakTime)
firstBreakTime = null;
if (gameplayClock.ElapsedFrameTime < 0)
return;
if (combo.NewValue == 0 && (combo.OldValue > 20 || (alwaysPlayFirst.Value && firstBreakTime == null)))
{
firstBreakTime = gameplayClock.CurrentTime;
// combo break isn't a pausable sound itself as we want to let it play out.
// we still need to disable during seeks, though.
if (samplePlaybackDisabler?.SamplePlaybackDisabled.Value == true)
return;
comboBreakSample?.Play();
}
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}
}
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}