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// 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 ;
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using System.Collections.Generic ;
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using System.IO ;
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using System.Linq ;
using osu.Framework.Allocation ;
using osu.Framework.Audio ;
using osu.Framework.Audio.Sample ;
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using osu.Framework.Bindables ;
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using osu.Framework.Graphics ;
using osu.Framework.Graphics.Containers ;
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using osu.Framework.Input.Events ;
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using osu.Framework.Logging ;
using osu.Framework.Screens ;
using osu.Framework.Threading ;
using osu.Game.Beatmaps ;
using osu.Game.Configuration ;
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using osu.Game.Graphics.Containers ;
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using osu.Game.Input ;
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using osu.Game.IO.Archives ;
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using osu.Game.Online.API ;
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using osu.Game.Overlays ;
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using osu.Game.Replays ;
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using osu.Game.Rulesets ;
using osu.Game.Rulesets.Mods ;
using osu.Game.Rulesets.Scoring ;
using osu.Game.Rulesets.UI ;
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using osu.Game.Scoring ;
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using osu.Game.Scoring.Legacy ;
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using osu.Game.Screens.Ranking ;
using osu.Game.Skinning ;
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using osu.Game.Users ;
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namespace osu.Game.Screens.Play
{
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[Cached]
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public class Player : ScreenWithBeatmapBackground
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{
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/// <summary>
/// The delay upon completion of the beatmap before displaying the results screen.
/// </summary>
public const double RESULTS_DISPLAY_DELAY = 1000.0 ;
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public override bool AllowBackButton = > false ; // handled by HoldForMenuButton
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protected override UserActivity InitialActivity = > new UserActivity . SoloGame ( Beatmap . Value . BeatmapInfo , Ruleset . Value ) ;
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public override float BackgroundParallaxAmount = > 0.1f ;
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public override bool HideOverlaysOnEnter = > true ;
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protected override OverlayActivation InitialOverlayActivationMode = > OverlayActivation . UserTriggered ;
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// We are managing our own adjustments (see OnEntering/OnExiting).
public override bool AllowRateAdjustments = > false ;
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/// <summary>
/// Whether gameplay should pause when the game window focus is lost.
/// </summary>
protected virtual bool PauseOnFocusLost = > true ;
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public Action RestartRequested ;
public bool HasFailed { get ; private set ; }
private Bindable < bool > mouseWheelDisabled ;
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[Resolved(CanBeNull = true)]
private ConfineMouseTracker confineMouseTracker { get ; set ; }
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private readonly Bindable < bool > storyboardReplacesBackground = new Bindable < bool > ( ) ;
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public int RestartCount ;
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[Resolved]
private ScoreManager scoreManager { get ; set ; }
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private RulesetInfo rulesetInfo ;
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private Ruleset ruleset ;
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[Resolved]
private IAPIProvider api { get ; set ; }
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[Resolved]
private MusicController musicController { get ; set ; }
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private SampleChannel sampleRestart ;
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public BreakOverlay BreakOverlay ;
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private BreakTracker breakTracker ;
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private SkipOverlay skipOverlay ;
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protected ScoreProcessor ScoreProcessor { get ; private set ; }
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protected HealthProcessor HealthProcessor { get ; private set ; }
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protected DrawableRuleset DrawableRuleset { get ; private set ; }
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protected HUDOverlay HUDOverlay { get ; private set ; }
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public bool LoadedBeatmapSuccessfully = > DrawableRuleset ? . Objects . Any ( ) = = true ;
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protected GameplayClockContainer GameplayClockContainer { get ; private set ; }
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public DimmableStoryboard DimmableStoryboard { get ; private set ; }
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[Cached]
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[Cached(Type = typeof(IBindable<IReadOnlyList<Mod>>))]
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protected new readonly Bindable < IReadOnlyList < Mod > > Mods = new Bindable < IReadOnlyList < Mod > > ( Array . Empty < Mod > ( ) ) ;
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/// <summary>
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/// Whether failing should be allowed.
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/// By default, this checks whether all selected mods allow failing.
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/// </summary>
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protected virtual bool CheckModsAllowFailure ( ) = > Mods . Value . OfType < IApplicableFailOverride > ( ) . All ( m = > m . PerformFail ( ) ) ;
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private readonly bool allowPause ;
private readonly bool showResults ;
/// <summary>
/// Create a new player instance.
/// </summary>
/// <param name="allowPause">Whether pausing should be allowed. If not allowed, attempting to pause will quit.</param>
/// <param name="showResults">Whether results screen should be pushed on completion.</param>
public Player ( bool allowPause = true , bool showResults = true )
{
this . allowPause = allowPause ;
this . showResults = showResults ;
}
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private GameplayBeatmap gameplayBeatmap ;
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private ScreenSuspensionHandler screenSuspension ;
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private DependencyContainer dependencies ;
protected override IReadOnlyDependencyContainer CreateChildDependencies ( IReadOnlyDependencyContainer parent )
= > dependencies = new DependencyContainer ( base . CreateChildDependencies ( parent ) ) ;
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protected override void LoadComplete ( )
{
base . LoadComplete ( ) ;
PrepareReplay ( ) ;
}
private Replay recordingReplay ;
/// <summary>
/// Run any recording / playback setup for replays.
/// </summary>
protected virtual void PrepareReplay ( )
{
DrawableRuleset . SetRecordTarget ( recordingReplay = new Replay ( ) ) ;
}
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[BackgroundDependencyLoader]
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private void load ( AudioManager audio , OsuConfigManager config )
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{
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Mods . Value = base . Mods . Value . Select ( m = > m . CreateCopy ( ) ) . ToArray ( ) ;
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if ( Beatmap . Value is DummyWorkingBeatmap )
return ;
IBeatmap playableBeatmap = loadPlayableBeatmap ( ) ;
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if ( playableBeatmap = = null )
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return ;
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sampleRestart = audio . Samples . Get ( @"Gameplay/restart" ) ;
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mouseWheelDisabled = config . GetBindable < bool > ( OsuSetting . MouseDisableWheel ) ;
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DrawableRuleset = ruleset . CreateDrawableRulesetWith ( playableBeatmap , Mods . Value ) ;
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ScoreProcessor = ruleset . CreateScoreProcessor ( ) ;
ScoreProcessor . ApplyBeatmap ( playableBeatmap ) ;
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ScoreProcessor . Mods . BindTo ( Mods ) ;
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HealthProcessor = ruleset . CreateHealthProcessor ( playableBeatmap . HitObjects [ 0 ] . StartTime ) ;
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HealthProcessor . ApplyBeatmap ( playableBeatmap ) ;
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if ( ! ScoreProcessor . Mode . Disabled )
config . BindWith ( OsuSetting . ScoreDisplayMode , ScoreProcessor . Mode ) ;
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InternalChild = GameplayClockContainer = new GameplayClockContainer ( Beatmap . Value , DrawableRuleset . GameplayStartTime ) ;
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AddInternal ( gameplayBeatmap = new GameplayBeatmap ( playableBeatmap ) ) ;
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AddInternal ( screenSuspension = new ScreenSuspensionHandler ( GameplayClockContainer ) ) ;
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dependencies . CacheAs ( gameplayBeatmap ) ;
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var beatmapSkinProvider = new BeatmapSkinProvidingContainer ( Beatmap . Value . Skin ) ;
// the beatmapSkinProvider is used as the fallback source here to allow the ruleset-specific skin implementation
// full access to all skin sources.
var rulesetSkinProvider = new SkinProvidingContainer ( ruleset . CreateLegacySkinProvider ( beatmapSkinProvider , playableBeatmap ) ) ;
// load the skinning hierarchy first.
// this is intentionally done in two stages to ensure things are in a loaded state before exposing the ruleset to skin sources.
GameplayClockContainer . Add ( beatmapSkinProvider . WithChild ( rulesetSkinProvider ) ) ;
rulesetSkinProvider . AddRange ( new [ ]
{
// underlay and gameplay should have access the to skinning sources.
createUnderlayComponents ( ) ,
createGameplayComponents ( Beatmap . Value , playableBeatmap )
} ) ;
// add the overlay components as a separate step as they proxy some elements from the above underlay/gameplay components.
GameplayClockContainer . Add ( createOverlayComponents ( Beatmap . Value ) ) ;
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if ( ! DrawableRuleset . AllowGameplayOverlays )
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{
HUDOverlay . ShowHud . Value = false ;
HUDOverlay . ShowHud . Disabled = true ;
BreakOverlay . Hide ( ) ;
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skipOverlay . Hide ( ) ;
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}
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DrawableRuleset . IsPaused . BindValueChanged ( _ = > updateOverlayActivationMode ( ) ) ;
DrawableRuleset . HasReplayLoaded . BindValueChanged ( _ = > updateOverlayActivationMode ( ) ) ;
breakTracker . IsBreakTime . BindValueChanged ( _ = > updateOverlayActivationMode ( ) ) ;
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DrawableRuleset . HasReplayLoaded . BindValueChanged ( _ = > updatePauseOnFocusLostState ( ) , true ) ;
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// bind clock into components that require it
DrawableRuleset . IsPaused . BindTo ( GameplayClockContainer . IsPaused ) ;
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DrawableRuleset . OnNewResult + = r = >
{
HealthProcessor . ApplyResult ( r ) ;
ScoreProcessor . ApplyResult ( r ) ;
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gameplayBeatmap . ApplyResult ( r ) ;
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} ;
DrawableRuleset . OnRevertResult + = r = >
{
HealthProcessor . RevertResult ( r ) ;
ScoreProcessor . RevertResult ( r ) ;
} ;
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// Bind the judgement processors to ourselves
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ScoreProcessor . HasCompleted . ValueChanged + = updateCompletionState ;
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HealthProcessor . Failed + = onFail ;
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foreach ( var mod in Mods . Value . OfType < IApplicableToScoreProcessor > ( ) )
mod . ApplyToScoreProcessor ( ScoreProcessor ) ;
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foreach ( var mod in Mods . Value . OfType < IApplicableToHealthProcessor > ( ) )
mod . ApplyToHealthProcessor ( HealthProcessor ) ;
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breakTracker . IsBreakTime . BindValueChanged ( onBreakTimeChanged , true ) ;
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}
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private Drawable createUnderlayComponents ( ) = >
DimmableStoryboard = new DimmableStoryboard ( Beatmap . Value . Storyboard ) { RelativeSizeAxes = Axes . Both } ;
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private Drawable createGameplayComponents ( WorkingBeatmap working , IBeatmap playableBeatmap ) = > new ScalingContainer ( ScalingMode . Gameplay )
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{
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Children = new Drawable [ ]
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{
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DrawableRuleset . With ( r = >
r . FrameStableComponents . Children = new Drawable [ ]
{
ScoreProcessor ,
HealthProcessor ,
breakTracker = new BreakTracker ( DrawableRuleset . GameplayStartTime , ScoreProcessor )
{
Breaks = working . Beatmap . Breaks
}
} ) ,
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new ComboEffects ( ScoreProcessor )
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}
} ;
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private Drawable createOverlayComponents ( WorkingBeatmap working ) = > new Container
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{
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RelativeSizeAxes = Axes . Both ,
Children = new [ ]
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{
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DimmableStoryboard . OverlayLayerContainer . CreateProxy ( ) ,
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BreakOverlay = new BreakOverlay ( working . Beatmap . BeatmapInfo . LetterboxInBreaks , ScoreProcessor )
{
Clock = DrawableRuleset . FrameStableClock ,
ProcessCustomClock = false ,
Breaks = working . Beatmap . Breaks
} ,
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// display the cursor above some HUD elements.
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DrawableRuleset . Cursor ? . CreateProxy ( ) ? ? new Container ( ) ,
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DrawableRuleset . ResumeOverlay ? . CreateProxy ( ) ? ? new Container ( ) ,
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HUDOverlay = new HUDOverlay ( ScoreProcessor , HealthProcessor , DrawableRuleset , Mods . Value )
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{
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HoldToQuit =
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{
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Action = performUserRequestedExit ,
IsPaused = { BindTarget = GameplayClockContainer . IsPaused }
} ,
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PlayerSettingsOverlay = { PlaybackSettings = { UserPlaybackRate = { BindTarget = GameplayClockContainer . UserPlaybackRate } } } ,
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KeyCounter =
{
AlwaysVisible = { BindTarget = DrawableRuleset . HasReplayLoaded } ,
IsCounting = false
} ,
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RequestSeek = GameplayClockContainer . Seek ,
Anchor = Anchor . Centre ,
Origin = Anchor . Centre
} ,
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skipOverlay = new SkipOverlay ( DrawableRuleset . GameplayStartTime )
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{
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RequestSkip = GameplayClockContainer . Skip
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} ,
FailOverlay = new FailOverlay
{
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OnRetry = Restart ,
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OnQuit = performUserRequestedExit ,
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} ,
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PauseOverlay = new PauseOverlay
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{
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OnResume = Resume ,
Retries = RestartCount ,
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OnRetry = Restart ,
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OnQuit = performUserRequestedExit ,
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} ,
new HotkeyRetryOverlay
{
Action = ( ) = >
{
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if ( ! this . IsCurrentScreen ( ) ) return ;
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fadeOut ( true ) ;
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Restart ( ) ;
} ,
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} ,
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new HotkeyExitOverlay
{
Action = ( ) = >
{
if ( ! this . IsCurrentScreen ( ) ) return ;
fadeOut ( true ) ;
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performImmediateExit ( ) ;
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} ,
} ,
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failAnimation = new FailAnimation ( DrawableRuleset ) { OnComplete = onFailComplete , } ,
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}
} ;
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private void onBreakTimeChanged ( ValueChangedEvent < bool > isBreakTime )
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{
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updatePauseOnFocusLostState ( ) ;
HUDOverlay . KeyCounter . IsCounting = ! isBreakTime . NewValue ;
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}
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private void updateOverlayActivationMode ( )
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{
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bool canTriggerOverlays = DrawableRuleset . IsPaused . Value | | breakTracker . IsBreakTime . Value ;
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if ( DrawableRuleset . HasReplayLoaded . Value | | canTriggerOverlays )
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OverlayActivationMode . Value = OverlayActivation . UserTriggered ;
else
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OverlayActivationMode . Value = OverlayActivation . Disabled ;
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if ( confineMouseTracker ! = null )
confineMouseTracker . GameplayActive = ! GameplayClockContainer . IsPaused . Value & & ! DrawableRuleset . HasReplayLoaded . Value & & ! HasFailed ;
}
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private void updatePauseOnFocusLostState ( ) = >
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HUDOverlay . HoldToQuit . PauseOnFocusLost = PauseOnFocusLost
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& & ! DrawableRuleset . HasReplayLoaded . Value
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& & ! breakTracker . IsBreakTime . Value ;
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private IBeatmap loadPlayableBeatmap ( )
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{
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IBeatmap playable ;
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try
{
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if ( Beatmap . Value . Beatmap = = null )
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throw new InvalidOperationException ( "Beatmap was not loaded" ) ;
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rulesetInfo = Ruleset . Value ? ? Beatmap . Value . BeatmapInfo . Ruleset ;
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ruleset = rulesetInfo . CreateInstance ( ) ;
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try
{
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playable = Beatmap . Value . GetPlayableBeatmap ( ruleset . RulesetInfo , Mods . Value ) ;
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}
catch ( BeatmapInvalidForRulesetException )
{
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// A playable beatmap may not be creatable with the user's preferred ruleset, so try using the beatmap's default ruleset
rulesetInfo = Beatmap . Value . BeatmapInfo . Ruleset ;
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ruleset = rulesetInfo . CreateInstance ( ) ;
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playable = Beatmap . Value . GetPlayableBeatmap ( rulesetInfo , Mods . Value ) ;
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}
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if ( playable . HitObjects . Count = = 0 )
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{
Logger . Log ( "Beatmap contains no hit objects!" , level : LogLevel . Error ) ;
return null ;
}
}
catch ( Exception e )
{
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Logger . Error ( e , "Could not load beatmap successfully!" ) ;
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//couldn't load, hard abort!
return null ;
}
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return playable ;
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}
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private void performImmediateExit ( )
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{
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// if a restart has been requested, cancel any pending completion (user has shown intent to restart).
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completionProgressDelegate ? . Cancel ( ) ;
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ValidForResume = false ;
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performUserRequestedExit ( ) ;
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}
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private void performUserRequestedExit ( )
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{
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if ( ! this . IsCurrentScreen ( ) ) return ;
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if ( ValidForResume & & HasFailed & & ! FailOverlay . IsPresent )
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{
failAnimation . FinishTransforms ( true ) ;
return ;
}
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if ( canPause )
Pause ( ) ;
else
this . Exit ( ) ;
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}
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/// <summary>
/// Restart gameplay via a parent <see cref="PlayerLoader"/>.
/// <remarks>This can be called from a child screen in order to trigger the restart process.</remarks>
/// </summary>
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public void Restart ( )
{
sampleRestart ? . Play ( ) ;
RestartRequested ? . Invoke ( ) ;
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if ( this . IsCurrentScreen ( ) )
performImmediateExit ( ) ;
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else
this . MakeCurrent ( ) ;
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}
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private ScheduledDelegate completionProgressDelegate ;
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private void updateCompletionState ( ValueChangedEvent < bool > completionState )
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{
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// screen may be in the exiting transition phase.
if ( ! this . IsCurrentScreen ( ) )
return ;
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if ( ! completionState . NewValue )
{
completionProgressDelegate ? . Cancel ( ) ;
completionProgressDelegate = null ;
ValidForResume = true ;
return ;
}
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if ( completionProgressDelegate ! = null )
throw new InvalidOperationException ( $"{nameof(updateCompletionState)} was fired more than once" ) ;
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// Only show the completion screen if the player hasn't failed
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if ( HealthProcessor . HasFailed )
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return ;
ValidForResume = false ;
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if ( ! showResults ) return ;
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using ( BeginDelayedSequence ( RESULTS_DISPLAY_DELAY ) )
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completionProgressDelegate = Schedule ( GotoRanking ) ;
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}
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protected virtual ScoreInfo CreateScore ( )
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{
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var score = new ScoreInfo
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{
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Beatmap = Beatmap . Value . BeatmapInfo ,
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Ruleset = rulesetInfo ,
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Mods = Mods . Value . ToArray ( ) ,
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} ;
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if ( DrawableRuleset . ReplayScore ! = null )
score . User = DrawableRuleset . ReplayScore . ScoreInfo ? . User ? ? new GuestUser ( ) ;
else
score . User = api . LocalUser . Value ;
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ScoreProcessor . PopulateScore ( score ) ;
return score ;
}
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protected override bool OnScroll ( ScrollEvent e ) = > mouseWheelDisabled . Value & & ! GameplayClockContainer . IsPaused . Value ;
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protected virtual ResultsScreen CreateResults ( ScoreInfo score ) = > new SoloResultsScreen ( score ) ;
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#region Fail Logic
protected FailOverlay FailOverlay { get ; private set ; }
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private FailAnimation failAnimation ;
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private bool onFail ( )
{
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if ( ! CheckModsAllowFailure ( ) )
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return false ;
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HasFailed = true ;
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// There is a chance that we could be in a paused state as the ruleset's internal clock (see FrameStabilityContainer)
// could process an extra frame after the GameplayClock is stopped.
// In such cases we want the fail state to precede a user triggered pause.
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if ( PauseOverlay . State . Value = = Visibility . Visible )
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PauseOverlay . Hide ( ) ;
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failAnimation . Start ( ) ;
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if ( Mods . Value . OfType < IApplicableFailOverride > ( ) . Any ( m = > m . RestartOnFail ) )
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Restart ( ) ;
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return true ;
}
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// Called back when the transform finishes
private void onFailComplete ( )
{
GameplayClockContainer . Stop ( ) ;
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FailOverlay . Retries = RestartCount ;
FailOverlay . Show ( ) ;
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}
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#endregion
#region Pause Logic
public bool IsResuming { get ; private set ; }
/// <summary>
/// The amount of gameplay time after which a second pause is allowed.
/// </summary>
private const double pause_cooldown = 1000 ;
protected PauseOverlay PauseOverlay { get ; private set ; }
private double? lastPauseActionTime ;
private bool canPause = >
// must pass basic screen conditions (beatmap loaded, instance allows pause)
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LoadedBeatmapSuccessfully & & allowPause & & ValidForResume
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// replays cannot be paused and exit immediately
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& & ! DrawableRuleset . HasReplayLoaded . Value
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// cannot pause if we are already in a fail state
& & ! HasFailed
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// cannot pause if already paused (or in a cooldown state) unless we are in a resuming state.
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& & ( IsResuming | | ( GameplayClockContainer . IsPaused . Value = = false & & ! pauseCooldownActive ) ) ;
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private bool pauseCooldownActive = >
lastPauseActionTime . HasValue & & GameplayClockContainer . GameplayClock . CurrentTime < lastPauseActionTime + pause_cooldown ;
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private bool canResume = >
// cannot resume from a non-paused state
GameplayClockContainer . IsPaused . Value
// cannot resume if we are already in a fail state
& & ! HasFailed
// already resuming
& & ! IsResuming ;
public void Pause ( )
{
if ( ! canPause ) return ;
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if ( IsResuming )
{
DrawableRuleset . CancelResume ( ) ;
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IsResuming = false ;
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}
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GameplayClockContainer . Stop ( ) ;
PauseOverlay . Show ( ) ;
lastPauseActionTime = GameplayClockContainer . GameplayClock . CurrentTime ;
}
public void Resume ( )
{
if ( ! canResume ) return ;
IsResuming = true ;
PauseOverlay . Hide ( ) ;
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// breaks and time-based conditions may allow instant resume.
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if ( breakTracker . IsBreakTime . Value )
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completeResume ( ) ;
else
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DrawableRuleset . RequestResume ( completeResume ) ;
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void completeResume ( )
{
GameplayClockContainer . Start ( ) ;
IsResuming = false ;
}
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}
#endregion
#region Screen Logic
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public override void OnEntering ( IScreen last )
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{
base . OnEntering ( last ) ;
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if ( ! LoadedBeatmapSuccessfully )
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return ;
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Alpha = 0 ;
this
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. ScaleTo ( 0.7f )
. ScaleTo ( 1 , 750 , Easing . OutQuint )
. Delay ( 250 )
. FadeIn ( 250 ) ;
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Background . EnableUserDim . Value = true ;
Background . BlurAmount . Value = 0 ;
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// bind component bindables.
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Background . IsBreakTime . BindTo ( breakTracker . IsBreakTime ) ;
DimmableStoryboard . IsBreakTime . BindTo ( breakTracker . IsBreakTime ) ;
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Background . StoryboardReplacesBackground . BindTo ( storyboardReplacesBackground ) ;
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DimmableStoryboard . StoryboardReplacesBackground . BindTo ( storyboardReplacesBackground ) ;
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storyboardReplacesBackground . Value = Beatmap . Value . Storyboard . ReplacesBackground & & Beatmap . Value . Storyboard . HasDrawable ;
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GameplayClockContainer . Restart ( ) ;
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GameplayClockContainer . FadeInFromZero ( 750 , Easing . OutQuint ) ;
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foreach ( var mod in Mods . Value . OfType < IApplicableToPlayer > ( ) )
mod . ApplyToPlayer ( this ) ;
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foreach ( var mod in Mods . Value . OfType < IApplicableToHUD > ( ) )
mod . ApplyToHUD ( HUDOverlay ) ;
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// Our mods are local copies of the global mods so they need to be re-applied to the track.
// This is done through the music controller (for now), because resetting speed adjustments on the beatmap track also removes adjustments provided by DrawableTrack.
// Todo: In the future, player will receive in a track and will probably not have to worry about this...
musicController . ResetTrackAdjustments ( ) ;
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foreach ( var mod in Mods . Value . OfType < IApplicableToTrack > ( ) )
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mod . ApplyToTrack ( musicController . CurrentTrack ) ;
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updateOverlayActivationMode ( ) ;
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}
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public override void OnSuspending ( IScreen next )
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{
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screenSuspension ? . Expire ( ) ;
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fadeOut ( ) ;
base . OnSuspending ( next ) ;
}
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public override bool OnExiting ( IScreen next )
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{
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screenSuspension ? . Expire ( ) ;
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if ( completionProgressDelegate ! = null & & ! completionProgressDelegate . Cancelled & & ! completionProgressDelegate . Completed )
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{
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// proceed to result screen if beatmap already finished playing
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completionProgressDelegate . RunTask ( ) ;
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return true ;
}
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// ValidForResume is false when restarting
if ( ValidForResume )
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{
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if ( pauseCooldownActive & & ! GameplayClockContainer . IsPaused . Value )
// still want to block if we are within the cooldown period and not already paused.
return true ;
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}
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// GameplayClockContainer performs seeks / start / stop operations on the beatmap's track.
// as we are no longer the current screen, we cannot guarantee the track is still usable.
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GameplayClockContainer ? . StopUsingBeatmapClock ( ) ;
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musicController . ResetTrackAdjustments ( ) ;
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fadeOut ( ) ;
return base . OnExiting ( next ) ;
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}
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protected virtual void GotoRanking ( )
{
if ( DrawableRuleset . ReplayScore ! = null )
{
// if a replay is present, we likely don't want to import into the local database.
this . Push ( CreateResults ( CreateScore ( ) ) ) ;
return ;
}
LegacyByteArrayReader replayReader = null ;
var score = new Score { ScoreInfo = CreateScore ( ) } ;
if ( recordingReplay ? . Frames . Count > 0 )
{
score . Replay = recordingReplay ;
using ( var stream = new MemoryStream ( ) )
{
new LegacyScoreEncoder ( score , gameplayBeatmap . PlayableBeatmap ) . Encode ( stream ) ;
replayReader = new LegacyByteArrayReader ( stream . ToArray ( ) , "replay.osr" ) ;
}
}
scoreManager . Import ( score . ScoreInfo , replayReader )
. ContinueWith ( imported = > Schedule ( ( ) = >
{
// screen may be in the exiting transition phase.
if ( this . IsCurrentScreen ( ) )
this . Push ( CreateResults ( imported . Result ) ) ;
} ) ) ;
}
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private void fadeOut ( bool instant = false )
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{
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float fadeOutDuration = instant ? 0 : 250 ;
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this . FadeOut ( fadeOutDuration ) ;
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Background . EnableUserDim . Value = false ;
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storyboardReplacesBackground . Value = false ;
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}
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#endregion
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}
}