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

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8.6 KiB
C#
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2016-09-29 19:13:58 +08:00
//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Linq;
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using osu.Framework.Allocation;
using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
using osu.Framework.Input;
using osu.Framework.Platform;
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using osu.Framework.Timing;
using osu.Game.Database;
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using osu.Game.Modes;
using osu.Game.Modes.Objects;
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using osu.Game.Modes.Objects.Drawables;
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using osu.Game.Screens.Backgrounds;
using OpenTK.Input;
using MouseState = osu.Framework.Input.MouseState;
using OpenTK;
using osu.Framework.GameModes;
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using osu.Game.Modes.UI;
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using osu.Game.Screens.Ranking;
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using osu.Game.Configuration;
using osu.Game.Overlays.Pause;
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using osu.Framework.Configuration;
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using System;
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using OpenTK.Graphics;
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namespace osu.Game.Screens.Play
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{
public class Player : OsuGameMode
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{
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public bool Autoplay;
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protected override BackgroundMode CreateBackground() => new BackgroundModeBeatmap(Beatmap);
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internal override bool ShowOverlays => false;
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public BeatmapInfo BeatmapInfo;
public PlayMode PreferredPlayMode;
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private bool isPaused;
public bool IsPaused
{
get
{
return isPaused;
}
}
public int RestartCount;
private double pauseCooldown = 1000;
private double lastPauseActionTime = 0;
private bool clockWasStarted = false;
private IAdjustableClock sourceClock;
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private Ruleset ruleset;
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private ScoreProcessor scoreProcessor;
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private HitRenderer hitRenderer;
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private Bindable<int> dimLevel;
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private ScoreOverlay scoreOverlay;
private PauseOverlay pauseOverlay;
private PlayerInputManager playerInputManager;
[BackgroundDependencyLoader]
private void load(AudioManager audio, BeatmapDatabase beatmaps, OsuGameBase game, OsuConfigManager config)
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{
dimLevel = config.GetBindable<int>(OsuConfig.DimLevel);
try
{
if (Beatmap == null)
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Beatmap = beatmaps.GetWorkingBeatmap(BeatmapInfo);
}
catch
{
//couldn't load, hard abort!
Exit();
return;
}
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AudioTrack track = Beatmap.Track;
if (track != null)
{
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audio.Track.SetExclusive(track);
sourceClock = track;
}
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sourceClock = (IAdjustableClock)track ?? new StopwatchClock();
Schedule(() =>
{
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sourceClock.Reset();
});
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var beatmap = Beatmap.Beatmap;
if (beatmap.BeatmapInfo?.Mode > PlayMode.Osu)
{
//we only support osu! mode for now because the hitobject parsing is crappy and needs a refactor.
Exit();
return;
}
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PlayMode usablePlayMode = beatmap.BeatmapInfo?.Mode > PlayMode.Osu ? beatmap.BeatmapInfo.Mode : PreferredPlayMode;
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ruleset = Ruleset.GetRuleset(usablePlayMode);
scoreOverlay = ruleset.CreateScoreOverlay();
scoreOverlay.BindProcessor(scoreProcessor = ruleset.CreateScoreProcessor(beatmap.HitObjects.Count));
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pauseOverlay = new PauseOverlay { Depth = -1 };
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pauseOverlay.OnResume = delegate
{
Delay(400);
Schedule(() =>
{
Resume();
});
};
pauseOverlay.OnRetry = Restart;
pauseOverlay.OnQuit = Exit;
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hitRenderer = ruleset.CreateHitRendererWith(beatmap.HitObjects);
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//bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
hitRenderer.OnJudgement += scoreProcessor.AddJudgement;
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hitRenderer.OnAllJudged += onPass;
//bind ScoreProcessor to ourselves (for a fail situation)
scoreProcessor.Failed += onFail;
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if (Autoplay)
hitRenderer.Schedule(() => hitRenderer.DrawableObjects.ForEach(h => h.State = ArmedState.Hit));
Children = new Drawable[]
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{
playerInputManager = new PlayerInputManager(game.Host)
{
Clock = new InterpolatingFramedClock(sourceClock),
PassThrough = false,
Children = new Drawable[]
{
hitRenderer,
}
},
scoreOverlay,
pauseOverlay
};
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}
public void Pause(bool force = false)
{
if (Time.Current >= (lastPauseActionTime + pauseCooldown) || force)
{
lastPauseActionTime = Time.Current;
playerInputManager.PassThrough = true;
scoreOverlay.KeyCounter.IsCounting = false;
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pauseOverlay.Retries = RestartCount;
pauseOverlay.Show();
sourceClock.Stop();
isPaused = true;
}
else
{
isPaused = false;
}
}
public void Resume()
{
lastPauseActionTime = Time.Current;
playerInputManager.PassThrough = false;
scoreOverlay.KeyCounter.IsCounting = true;
pauseOverlay.Hide();
sourceClock.Start();
isPaused = false;
}
public void TogglePaused()
{
isPaused = !IsPaused;
if (IsPaused) Pause(); else Resume();
}
public void Restart()
{
sourceClock.Stop(); // If the clock is running and Restart is called the game will lag until relaunch
var newPlayer = new Player();
newPlayer.Preload(Game, delegate
{
newPlayer.RestartCount = RestartCount + 1;
Exit();
if (!(last?.Push(newPlayer) ?? false))
{
// Error(?)
}
Dispose();
});
}
protected override void LoadComplete()
{
base.LoadComplete();
Delay(250, true);
Content.FadeIn(250);
Delay(500, true);
Schedule(() =>
{
sourceClock.Start();
clockWasStarted = true;
});
}
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private void onPass()
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{
Delay(1000);
Schedule(delegate
{
ValidForResume = false;
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Push(new Results
{
Score = scoreProcessor.GetScore()
});
});
}
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private void onFail()
{
Content.FadeColour(Color4.Red, 500);
sourceClock.Stop();
Delay(500);
Schedule(delegate
{
ValidForResume = false;
Push(new FailDialog());
});
}
private GameMode last;
protected override void OnEntering(GameMode last)
{
base.OnEntering(last);
(Background as BackgroundModeBeatmap)?.BlurTo(Vector2.Zero, 1000);
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Background?.FadeTo((100f- dimLevel)/100, 1000);
Content.Alpha = 0;
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dimLevel.ValueChanged += dimChanged;
this.last = last;
}
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protected override bool OnExiting(GameMode next)
{
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dimLevel.ValueChanged -= dimChanged;
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Background?.FadeTo(1f, 200);
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return base.OnExiting(next);
}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
switch (args.Key)
{
case Key.Escape:
if (!IsPaused && clockWasStarted) // For if the user presses escape quickly when entering the map
{
Pause();
return true;
}
break;
}
return base.OnKeyDown(state, args);
}
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private void dimChanged(object sender, EventArgs e)
{
Background?.FadeTo((100f - dimLevel) / 100, 800);
}
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}
}