2016-09-29 19:13:58 +08:00
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//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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2016-11-24 20:27:12 +08:00
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using System.Linq;
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2016-11-09 07:13:20 +08:00
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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2016-11-14 16:23:33 +08:00
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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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2016-11-09 17:50:30 +08:00
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using osu.Framework.Input;
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using osu.Framework.Platform;
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2016-11-14 16:23:33 +08:00
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using osu.Framework.Timing;
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using osu.Game.Database;
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2016-11-14 17:03:20 +08:00
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using osu.Game.Modes;
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using osu.Game.Modes.Objects;
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2016-11-14 18:49:29 +08:00
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using osu.Game.Modes.Objects.Drawables;
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2016-11-14 16:23:33 +08:00
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using osu.Game.Screens.Backgrounds;
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2016-11-09 17:50:30 +08:00
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using OpenTK.Input;
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using MouseState = osu.Framework.Input.MouseState;
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2016-11-20 00:39:43 +08:00
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using OpenTK;
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using osu.Framework.GameModes;
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2016-11-29 22:59:56 +08:00
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using osu.Game.Modes.UI;
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2016-11-29 14:41:48 +08:00
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using osu.Game.Screens.Ranking;
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2016-12-17 00:13:24 +08:00
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using osu.Game.Configuration;
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2017-01-28 03:28:39 +08:00
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using osu.Game.Overlays.Pause;
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2016-12-17 00:13:24 +08:00
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using osu.Framework.Configuration;
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2016-12-18 03:59:41 +08:00
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using System;
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2017-01-20 15:51:43 +08:00
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using OpenTK.Graphics;
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2016-09-29 19:13:58 +08:00
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2016-11-14 16:23:33 +08:00
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namespace osu.Game.Screens.Play
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2016-09-29 19:13:58 +08:00
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{
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public class Player : OsuGameMode
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2016-09-29 19:13:58 +08:00
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{
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2016-11-15 01:41:42 +08:00
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public bool Autoplay;
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2016-11-02 13:07:20 +08:00
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2017-01-20 15:51:43 +08:00
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protected override BackgroundMode CreateBackground() => new BackgroundModeBeatmap(Beatmap);
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2016-10-05 19:03:52 +08:00
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2016-11-15 19:43:43 +08:00
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internal override bool ShowOverlays => false;
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2016-11-09 14:22:54 +08:00
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2016-10-27 16:53:37 +08:00
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public BeatmapInfo BeatmapInfo;
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2016-10-19 17:00:35 +08:00
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2016-10-28 17:07:42 +08:00
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public PlayMode PreferredPlayMode;
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2017-01-27 17:24:49 +08:00
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2017-01-30 16:08:14 +08:00
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private bool isPaused;
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public bool IsPaused
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{
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get
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{
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return isPaused;
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}
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}
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public int RestartCount;
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private double pauseCooldown = 1000;
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private double lastPauseActionTime = 0;
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2017-01-30 18:14:28 +08:00
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private bool clockWasStarted = false;
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2016-10-28 13:14:45 +08:00
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private IAdjustableClock sourceClock;
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2016-11-16 14:48:35 +08:00
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private Ruleset ruleset;
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2016-11-29 19:30:16 +08:00
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private ScoreProcessor scoreProcessor;
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2016-11-29 22:59:56 +08:00
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private HitRenderer hitRenderer;
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2016-12-18 17:48:59 +08:00
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private Bindable<int> dimLevel;
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2016-11-29 19:30:16 +08:00
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2017-01-28 03:28:39 +08:00
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private ScoreOverlay scoreOverlay;
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private PauseOverlay pauseOverlay;
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2017-01-29 17:04:48 +08:00
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private PlayerInputManager playerInputManager;
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2017-01-28 03:28:39 +08:00
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2016-11-12 18:44:16 +08:00
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[BackgroundDependencyLoader]
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2017-01-25 17:39:41 +08:00
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private void load(AudioManager audio, BeatmapDatabase beatmaps, OsuGameBase game, OsuConfigManager config)
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2016-10-05 19:49:31 +08:00
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{
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dimLevel = config.GetBindable<int>(OsuConfig.DimLevel);
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2016-10-27 19:37:01 +08:00
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try
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{
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if (Beatmap == null)
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2016-11-05 06:06:58 +08:00
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Beatmap = beatmaps.GetWorkingBeatmap(BeatmapInfo);
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2016-10-27 19:37:01 +08:00
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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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2016-10-05 19:49:31 +08:00
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2016-10-28 13:14:45 +08:00
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AudioTrack track = Beatmap.Track;
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if (track != null)
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{
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2016-11-09 07:13:20 +08:00
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audio.Track.SetExclusive(track);
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2016-10-28 13:14:45 +08:00
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sourceClock = track;
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}
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2016-10-28 18:55:48 +08:00
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sourceClock = (IAdjustableClock)track ?? new StopwatchClock();
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2016-10-28 13:14:45 +08:00
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Schedule(() =>
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{
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2016-10-28 18:55:48 +08:00
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sourceClock.Reset();
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2016-10-28 13:14:45 +08:00
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});
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2016-10-28 18:55:48 +08:00
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var beatmap = Beatmap.Beatmap;
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if (beatmap.BeatmapInfo?.Mode > PlayMode.Osu)
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2016-10-28 17:07:42 +08:00
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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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2016-10-28 18:55:48 +08:00
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PlayMode usablePlayMode = beatmap.BeatmapInfo?.Mode > PlayMode.Osu ? beatmap.BeatmapInfo.Mode : PreferredPlayMode;
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2016-10-28 17:07:42 +08:00
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2016-11-16 14:48:35 +08:00
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ruleset = Ruleset.GetRuleset(usablePlayMode);
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2016-11-09 18:49:05 +08:00
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2017-01-28 03:28:39 +08:00
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scoreOverlay = ruleset.CreateScoreOverlay();
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2017-01-17 04:14:35 +08:00
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scoreOverlay.BindProcessor(scoreProcessor = ruleset.CreateScoreProcessor(beatmap.HitObjects.Count));
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2016-11-29 14:41:48 +08:00
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2017-01-29 04:55:42 +08:00
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pauseOverlay = new PauseOverlay { Depth = -1 };
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2017-01-30 21:06:26 +08:00
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pauseOverlay.OnResume = delegate
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{
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Delay(400);
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Schedule(() =>
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{
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Resume();
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});
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};
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2017-01-29 04:55:42 +08:00
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pauseOverlay.OnRetry = Restart;
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2017-01-28 03:28:39 +08:00
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pauseOverlay.OnQuit = Exit;
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2016-11-29 22:59:56 +08:00
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hitRenderer = ruleset.CreateHitRendererWith(beatmap.HitObjects);
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2016-10-06 22:33:09 +08:00
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2017-01-20 15:51:43 +08:00
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//bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
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2016-11-29 20:28:43 +08:00
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hitRenderer.OnJudgement += scoreProcessor.AddJudgement;
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2017-01-20 15:51:43 +08:00
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hitRenderer.OnAllJudged += onPass;
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//bind ScoreProcessor to ourselves (for a fail situation)
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scoreProcessor.Failed += onFail;
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2016-10-19 18:44:03 +08:00
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2016-11-15 01:41:42 +08:00
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if (Autoplay)
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2016-11-25 15:26:50 +08:00
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hitRenderer.Schedule(() => hitRenderer.DrawableObjects.ForEach(h => h.State = ArmedState.Hit));
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2016-10-19 18:44:03 +08:00
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Children = new Drawable[]
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2016-10-06 22:33:09 +08:00
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{
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2017-01-29 17:04:48 +08:00
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playerInputManager = new PlayerInputManager(game.Host)
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2016-11-09 17:50:30 +08:00
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{
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2016-12-07 19:47:28 +08:00
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Clock = new InterpolatingFramedClock(sourceClock),
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2016-11-09 17:50:30 +08:00
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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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2016-10-19 18:44:03 +08:00
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scoreOverlay,
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2017-01-28 03:28:39 +08:00
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pauseOverlay
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2016-10-19 18:44:03 +08:00
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};
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2016-10-05 19:49:31 +08:00
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}
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2016-10-28 13:14:45 +08:00
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2017-01-29 04:55:42 +08:00
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public void Pause(bool force = false)
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2017-01-28 03:28:39 +08:00
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{
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2017-01-30 16:08:14 +08:00
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if (Time.Current >= (lastPauseActionTime + pauseCooldown) || force)
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2017-01-28 03:28:39 +08:00
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{
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2017-01-30 16:08:14 +08:00
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lastPauseActionTime = Time.Current;
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2017-01-29 17:04:48 +08:00
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playerInputManager.PassThrough = true;
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2017-01-28 03:28:39 +08:00
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scoreOverlay.KeyCounter.IsCounting = false;
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2017-01-31 21:17:47 +08:00
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pauseOverlay.Retries = RestartCount;
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2017-01-28 03:28:39 +08:00
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pauseOverlay.Show();
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sourceClock.Stop();
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2017-01-30 16:08:14 +08:00
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isPaused = true;
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2017-01-28 03:28:39 +08:00
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}
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else
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{
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2017-01-30 16:08:14 +08:00
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isPaused = false;
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2017-01-28 03:28:39 +08:00
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}
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}
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public void Resume()
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{
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2017-01-30 16:08:14 +08:00
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lastPauseActionTime = Time.Current;
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2017-01-29 17:04:48 +08:00
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playerInputManager.PassThrough = false;
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2017-01-28 03:28:39 +08:00
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scoreOverlay.KeyCounter.IsCounting = true;
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pauseOverlay.Hide();
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sourceClock.Start();
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2017-01-30 16:08:14 +08:00
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isPaused = false;
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2017-01-28 03:28:39 +08:00
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}
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public void TogglePaused()
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{
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2017-01-30 16:08:14 +08:00
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isPaused = !IsPaused;
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2017-01-29 17:04:48 +08:00
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if (IsPaused) Pause(); else Resume();
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2017-01-29 04:55:42 +08:00
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}
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public void Restart()
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{
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2017-01-30 18:14:28 +08:00
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sourceClock.Stop(); // If the clock is running and Restart is called the game will lag until relaunch
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2017-01-30 16:08:14 +08:00
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var newPlayer = new Player();
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newPlayer.Preload(Game, delegate
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{
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2017-01-30 18:14:28 +08:00
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newPlayer.RestartCount = RestartCount + 1;
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2017-01-30 16:08:14 +08:00
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Exit();
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if (!(last?.Push(newPlayer) ?? false))
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{
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// Error(?)
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}
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Dispose();
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});
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2017-01-28 03:28:39 +08:00
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}
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2016-12-07 19:47:28 +08:00
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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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2017-01-30 18:14:28 +08:00
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clockWasStarted = true;
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2016-12-07 19:47:28 +08:00
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});
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}
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2017-01-20 15:51:43 +08:00
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private void onPass()
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2016-11-29 22:59:56 +08:00
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{
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Delay(1000);
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Schedule(delegate
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{
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2016-12-08 19:03:18 +08:00
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ValidForResume = false;
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2016-11-29 22:59:56 +08:00
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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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2017-01-20 15:51:43 +08:00
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private void onFail()
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{
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Content.FadeColour(Color4.Red, 500);
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sourceClock.Stop();
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Delay(500);
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Schedule(delegate
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{
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ValidForResume = false;
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Push(new FailDialog());
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});
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}
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2017-01-30 16:08:14 +08:00
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private GameMode last;
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2016-11-20 00:39:43 +08:00
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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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2017-01-30 18:24:44 +08:00
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Background?.FadeTo((100f- dimLevel)/100, 1000);
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2016-11-20 00:39:43 +08:00
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2016-12-07 19:47:28 +08:00
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Content.Alpha = 0;
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2016-12-18 17:48:59 +08:00
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dimLevel.ValueChanged += dimChanged;
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2017-01-30 16:08:14 +08:00
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this.last = last;
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2016-10-28 13:14:45 +08:00
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}
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2016-11-16 14:48:35 +08:00
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2016-12-17 00:13:24 +08:00
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protected override bool OnExiting(GameMode next)
|
|
|
|
|
{
|
2016-12-19 23:09:29 +08:00
|
|
|
|
dimLevel.ValueChanged -= dimChanged;
|
2016-12-18 03:29:20 +08:00
|
|
|
|
Background?.FadeTo(1f, 200);
|
2016-12-17 00:13:24 +08:00
|
|
|
|
return base.OnExiting(next);
|
|
|
|
|
}
|
|
|
|
|
|
2017-01-28 03:28:39 +08:00
|
|
|
|
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
|
|
|
|
|
{
|
|
|
|
|
switch (args.Key)
|
|
|
|
|
{
|
|
|
|
|
case Key.Escape:
|
2017-01-30 18:14:28 +08:00
|
|
|
|
if (!IsPaused && clockWasStarted) // For if the user presses escape quickly when entering the map
|
2017-01-28 03:28:39 +08:00
|
|
|
|
{
|
|
|
|
|
Pause();
|
|
|
|
|
return true;
|
|
|
|
|
}
|
2017-01-30 18:14:28 +08:00
|
|
|
|
break;
|
2017-01-28 03:28:39 +08:00
|
|
|
|
}
|
|
|
|
|
return base.OnKeyDown(state, args);
|
|
|
|
|
}
|
|
|
|
|
|
2016-12-18 03:59:41 +08:00
|
|
|
|
private void dimChanged(object sender, EventArgs e)
|
|
|
|
|
{
|
|
|
|
|
Background?.FadeTo((100f - dimLevel) / 100, 800);
|
|
|
|
|
}
|
2016-09-29 19:13:58 +08:00
|
|
|
|
}
|
2016-11-24 20:27:12 +08:00
|
|
|
|
}
|