2019-06-04 15:13:16 +08:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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2019-01-24 16:43:03 +08:00
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// See the LICENCE file in the repository root for full licence text.
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2018-04-13 17:19:50 +08:00
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using System;
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2019-04-09 12:33:16 +08:00
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using System.Collections.Generic;
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2018-04-13 17:19:50 +08:00
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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2019-02-21 18:04:31 +08:00
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using osu.Framework.Bindables;
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2018-04-13 17:19:50 +08:00
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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2018-10-02 11:02:47 +08:00
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using osu.Framework.Input.Events;
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2018-04-13 17:19:50 +08:00
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using osu.Framework.Logging;
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using osu.Framework.Screens;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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2019-01-04 12:29:37 +08:00
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using osu.Game.Graphics.Containers;
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2018-04-13 17:19:50 +08:00
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using osu.Game.Online.API;
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2018-06-06 14:10:09 +08:00
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using osu.Game.Overlays;
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2018-04-13 17:19:50 +08:00
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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2018-11-28 15:12:57 +08:00
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using osu.Game.Scoring;
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2018-04-13 17:19:50 +08:00
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using osu.Game.Screens.Ranking;
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using osu.Game.Skinning;
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2019-04-13 04:54:35 +08:00
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using osu.Game.Users;
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2018-04-13 17:19:50 +08:00
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namespace osu.Game.Screens.Play
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{
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[Cached]
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public class Player : ScreenWithBeatmapBackground
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{
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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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2019-01-28 14:41:54 +08:00
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public override bool HideOverlaysOnEnter => true;
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public override OverlayActivation InitialOverlayActivationMode => OverlayActivation.UserTriggered;
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2019-05-10 14:39:25 +08:00
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/// <summary>
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/// Whether gameplay should pause when the game window focus is lost.
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/// </summary>
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protected virtual bool PauseOnFocusLost => true;
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public Action RestartRequested;
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public bool HasFailed { get; private set; }
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private Bindable<bool> mouseWheelDisabled;
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private readonly Bindable<bool> storyboardReplacesBackground = new Bindable<bool>();
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public int RestartCount;
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2018-11-29 13:56:29 +08:00
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[Resolved]
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private ScoreManager scoreManager { get; set; }
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private RulesetInfo rulesetInfo;
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private Ruleset ruleset;
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private IAPIProvider api;
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private SampleChannel sampleRestart;
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private BreakOverlay breakOverlay;
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2019-02-28 19:01:15 +08:00
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protected ScoreProcessor ScoreProcessor { 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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protected DimmableStoryboard DimmableStoryboard { get; private set; }
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protected DimmableVideo DimmableVideo { 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 AllowFail => Mods.Value.OfType<IApplicableFailOverride>().All(m => m.AllowFail);
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private readonly bool allowPause;
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private readonly bool showResults;
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/// <summary>
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/// Create a new player instance.
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/// </summary>
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/// <param name="allowPause">Whether pausing should be allowed. If not allowed, attempting to pause will quit.</param>
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/// <param name="showResults">Whether results screen should be pushed on completion.</param>
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public Player(bool allowPause = true, bool showResults = true)
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{
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this.allowPause = allowPause;
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this.showResults = showResults;
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}
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[BackgroundDependencyLoader]
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private void load(AudioManager audio, IAPIProvider api, OsuConfigManager config)
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{
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this.api = api;
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Mods.Value = base.Mods.Value.Select(m => m.CreateCopy()).ToArray();
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2019-03-06 19:30:14 +08:00
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WorkingBeatmap working = loadBeatmap();
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if (working == 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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ScoreProcessor = DrawableRuleset.CreateScoreProcessor();
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ScoreProcessor.Mods.BindTo(Mods);
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if (!ScoreProcessor.Mode.Disabled)
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config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode);
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InternalChild = GameplayClockContainer = new GameplayClockContainer(working, Mods.Value, DrawableRuleset.GameplayStartTime);
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2018-04-13 17:19:50 +08:00
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addUnderlayComponents(GameplayClockContainer);
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addGameplayComponents(GameplayClockContainer, working);
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addOverlayComponents(GameplayClockContainer, working);
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2018-04-13 17:19:50 +08:00
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2019-08-27 17:27:21 +08:00
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DrawableRuleset.HasReplayLoaded.BindValueChanged(e => HUDOverlay.HoldToQuit.PauseOnFocusLost = !e.NewValue && PauseOnFocusLost, true);
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2018-04-13 17:19:50 +08:00
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2019-08-27 17:27:21 +08:00
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// bind clock into components that require it
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DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused);
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2018-04-13 17:19:50 +08:00
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2019-08-27 17:27:21 +08:00
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// Bind ScoreProcessor to ourselves
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ScoreProcessor.AllJudged += onCompletion;
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ScoreProcessor.Failed += onFail;
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2018-04-13 17:19:50 +08:00
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2019-08-27 17:27:21 +08:00
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foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
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mod.ApplyToScoreProcessor(ScoreProcessor);
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}
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2019-08-27 17:27:21 +08:00
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private void addUnderlayComponents(Container target)
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{
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target.Add(DimmableVideo = new DimmableVideo(Beatmap.Value.Video) { RelativeSizeAxes = Axes.Both });
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2019-09-15 23:20:56 +08:00
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target.Add(DimmableStoryboard = new DimmableStoryboard(Beatmap.Value.Storyboard) { RelativeSizeAxes = Axes.Both });
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2019-08-27 17:27:21 +08:00
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}
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2018-04-13 17:19:50 +08:00
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2019-08-27 17:27:21 +08:00
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private void addGameplayComponents(Container target, WorkingBeatmap working)
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{
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var beatmapSkinProvider = new BeatmapSkinProvidingContainer(working.Skin);
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2018-05-28 02:00:21 +08:00
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2019-08-27 17:27:21 +08:00
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// the beatmapSkinProvider is used as the fallback source here to allow the ruleset-specific skin implementation
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// full access to all skin sources.
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var rulesetSkinProvider = new SkinProvidingContainer(ruleset.CreateLegacySkinProvider(beatmapSkinProvider));
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2018-04-13 17:19:50 +08:00
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2019-08-27 17:27:21 +08:00
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// load the skinning hierarchy first.
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// this is intentionally done in two stages to ensure things are in a loaded state before exposing the ruleset to skin sources.
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target.Add(new ScalingContainer(ScalingMode.Gameplay)
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.WithChild(beatmapSkinProvider
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.WithChild(target = rulesetSkinProvider)));
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2018-04-13 17:19:50 +08:00
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2019-08-27 17:27:21 +08:00
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target.AddRange(new Drawable[]
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{
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DrawableRuleset,
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new ComboEffects(ScoreProcessor)
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});
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}
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2018-04-13 17:19:50 +08:00
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2019-08-27 17:27:21 +08:00
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private void addOverlayComponents(Container target, WorkingBeatmap working)
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{
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target.AddRange(new[]
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2018-04-13 17:19:50 +08:00
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{
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2019-08-07 21:15:53 +08:00
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breakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor)
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2018-04-13 17:19:50 +08:00
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{
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2019-03-18 10:48:11 +08:00
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Breaks = working.Beatmap.Breaks
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},
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// display the cursor above some HUD elements.
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2019-03-20 14:27:06 +08:00
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DrawableRuleset.Cursor?.CreateProxy() ?? new Container(),
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2019-09-02 10:20:50 +08:00
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DrawableRuleset.ResumeOverlay?.CreateProxy() ?? new Container(),
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2019-04-10 11:03:57 +08:00
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HUDOverlay = new HUDOverlay(ScoreProcessor, DrawableRuleset, Mods.Value)
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2019-03-18 10:48:11 +08:00
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{
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2019-05-10 14:51:12 +08:00
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HoldToQuit =
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2018-04-13 17:19:50 +08:00
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{
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2019-05-10 14:51:12 +08:00
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Action = performUserRequestedExit,
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IsPaused = { BindTarget = GameplayClockContainer.IsPaused }
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},
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2019-03-18 10:48:11 +08:00
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PlayerSettingsOverlay = { PlaybackSettings = { UserPlaybackRate = { BindTarget = GameplayClockContainer.UserPlaybackRate } } },
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2019-03-20 14:27:06 +08:00
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KeyCounter = { Visible = { BindTarget = DrawableRuleset.HasReplayLoaded } },
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2019-03-18 10:48:11 +08:00
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RequestSeek = GameplayClockContainer.Seek,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre
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},
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2019-03-20 14:27:06 +08:00
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new SkipOverlay(DrawableRuleset.GameplayStartTime)
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2019-03-18 10:48:11 +08:00
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{
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RequestSeek = GameplayClockContainer.Seek
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},
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FailOverlay = new FailOverlay
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{
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2019-03-18 13:57:06 +08:00
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OnRetry = Restart,
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2019-03-18 10:48:11 +08:00
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OnQuit = performUserRequestedExit,
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2018-04-13 17:19:50 +08:00
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},
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2019-03-18 10:48:11 +08:00
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PauseOverlay = new PauseOverlay
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2018-04-13 17:19:50 +08:00
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{
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2019-03-18 10:48:11 +08:00
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OnResume = Resume,
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Retries = RestartCount,
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2018-04-13 17:19:50 +08:00
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OnRetry = Restart,
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2018-12-13 15:17:24 +08:00
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OnQuit = performUserRequestedExit,
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2018-04-13 17:19:50 +08:00
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},
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new HotkeyRetryOverlay
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{
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Action = () =>
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{
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2019-01-23 19:52:00 +08:00
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if (!this.IsCurrentScreen()) return;
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2018-04-13 17:19:50 +08:00
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2018-08-02 18:08:23 +08:00
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fadeOut(true);
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2018-04-13 17:19:50 +08:00
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Restart();
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},
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2019-06-04 15:13:16 +08:00
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},
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2019-06-24 17:15:27 +08:00
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new HotkeyExitOverlay
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{
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Action = () =>
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{
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if (!this.IsCurrentScreen()) return;
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fadeOut(true);
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2019-06-25 22:15:58 +08:00
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performImmediateExit();
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2019-06-24 17:15:27 +08:00
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},
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},
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2019-06-04 15:13:16 +08:00
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failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, }
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2019-08-27 17:27:21 +08:00
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});
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2018-04-13 17:19:50 +08:00
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}
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2019-03-06 19:30:14 +08:00
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private WorkingBeatmap loadBeatmap()
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2018-04-13 17:19:50 +08:00
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{
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2019-03-06 19:30:14 +08:00
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WorkingBeatmap working = Beatmap.Value;
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if (working is DummyWorkingBeatmap)
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return null;
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try
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{
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var beatmap = working.Beatmap;
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if (beatmap == null)
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throw new InvalidOperationException("Beatmap was not loaded");
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2018-04-13 17:19:50 +08:00
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2019-08-26 11:21:49 +08:00
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rulesetInfo = Ruleset.Value ?? beatmap.BeatmapInfo.Ruleset;
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ruleset = rulesetInfo.CreateInstance();
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2019-03-06 19:30:14 +08:00
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try
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{
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2019-08-26 11:21:49 +08:00
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DrawableRuleset = ruleset.CreateDrawableRulesetWith(working, Mods.Value);
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2019-03-06 19:30:14 +08:00
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}
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catch (BeatmapInvalidForRulesetException)
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{
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2019-03-19 22:44:15 +08:00
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// we may fail to create a DrawableRuleset if the beatmap cannot be loaded with the user's preferred ruleset
|
2019-03-06 19:30:14 +08:00
|
|
|
// let's try again forcing the beatmap's ruleset.
|
2019-08-26 11:21:49 +08:00
|
|
|
rulesetInfo = beatmap.BeatmapInfo.Ruleset;
|
|
|
|
ruleset = rulesetInfo.CreateInstance();
|
|
|
|
DrawableRuleset = ruleset.CreateDrawableRulesetWith(Beatmap.Value, Mods.Value);
|
2018-04-13 17:19:50 +08:00
|
|
|
}
|
|
|
|
|
2019-03-19 22:44:15 +08:00
|
|
|
if (!DrawableRuleset.Objects.Any())
|
2019-03-06 19:30:14 +08:00
|
|
|
{
|
|
|
|
Logger.Log("Beatmap contains no hit objects!", level: LogLevel.Error);
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
catch (Exception e)
|
|
|
|
{
|
|
|
|
Logger.Error(e, "Could not load beatmap sucessfully!");
|
|
|
|
//couldn't load, hard abort!
|
|
|
|
return null;
|
|
|
|
}
|
2018-04-22 01:21:09 +08:00
|
|
|
|
2019-03-06 19:30:14 +08:00
|
|
|
return working;
|
2018-04-13 17:19:50 +08:00
|
|
|
}
|
2018-07-19 00:18:07 +08:00
|
|
|
|
2019-06-25 22:15:58 +08:00
|
|
|
private void performImmediateExit()
|
2018-12-13 15:17:24 +08:00
|
|
|
{
|
2019-06-24 17:15:27 +08:00
|
|
|
// if a restart has been requested, cancel any pending completion (user has shown intent to restart).
|
2019-08-06 22:05:12 +08:00
|
|
|
completionProgressDelegate?.Cancel();
|
2018-04-13 17:19:50 +08:00
|
|
|
|
2019-06-24 17:15:27 +08:00
|
|
|
ValidForResume = false;
|
2018-04-13 17:19:50 +08:00
|
|
|
|
2019-06-25 22:15:58 +08:00
|
|
|
performUserRequestedExit();
|
2018-04-13 17:19:50 +08:00
|
|
|
}
|
|
|
|
|
2019-06-25 22:15:58 +08:00
|
|
|
private void performUserRequestedExit()
|
2018-04-13 17:19:50 +08:00
|
|
|
{
|
2019-06-25 22:15:58 +08:00
|
|
|
if (!this.IsCurrentScreen()) return;
|
2018-04-13 17:19:50 +08:00
|
|
|
|
2019-10-04 11:41:53 +08:00
|
|
|
if (ValidForResume && HasFailed && !FailOverlay.IsPresent)
|
2019-10-04 11:23:42 +08:00
|
|
|
{
|
|
|
|
failAnimation.FinishTransforms(true);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2019-10-03 02:16:31 +08:00
|
|
|
if (canPause)
|
|
|
|
Pause();
|
|
|
|
else
|
|
|
|
this.Exit();
|
2018-04-13 17:19:50 +08:00
|
|
|
}
|
|
|
|
|
2019-11-01 14:51:45 +08:00
|
|
|
/// <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>
|
2018-04-13 17:19:50 +08:00
|
|
|
public void Restart()
|
|
|
|
{
|
|
|
|
sampleRestart?.Play();
|
|
|
|
RestartRequested?.Invoke();
|
2019-11-01 14:32:06 +08:00
|
|
|
|
|
|
|
if (this.IsCurrentScreen())
|
|
|
|
performImmediateExit();
|
2019-11-01 14:51:10 +08:00
|
|
|
else
|
|
|
|
this.MakeCurrent();
|
2018-04-13 17:19:50 +08:00
|
|
|
}
|
|
|
|
|
2019-08-06 22:05:12 +08:00
|
|
|
private ScheduledDelegate completionProgressDelegate;
|
2018-04-13 17:19:50 +08:00
|
|
|
|
|
|
|
private void onCompletion()
|
|
|
|
{
|
|
|
|
// Only show the completion screen if the player hasn't failed
|
2019-08-06 22:05:12 +08:00
|
|
|
if (ScoreProcessor.HasFailed || completionProgressDelegate != null)
|
2018-04-13 17:19:50 +08:00
|
|
|
return;
|
|
|
|
|
|
|
|
ValidForResume = false;
|
|
|
|
|
2019-03-26 15:53:44 +08:00
|
|
|
if (!showResults) return;
|
2018-04-13 17:19:50 +08:00
|
|
|
|
|
|
|
using (BeginDelayedSequence(1000))
|
|
|
|
{
|
2019-08-06 22:05:12 +08:00
|
|
|
completionProgressDelegate = Schedule(delegate
|
2018-04-13 17:19:50 +08:00
|
|
|
{
|
2019-01-23 19:52:00 +08:00
|
|
|
if (!this.IsCurrentScreen()) return;
|
2018-04-13 17:19:50 +08:00
|
|
|
|
2018-11-30 17:32:08 +08:00
|
|
|
var score = CreateScore();
|
2019-03-19 22:44:15 +08:00
|
|
|
if (DrawableRuleset.ReplayScore == null)
|
2019-05-28 17:59:21 +08:00
|
|
|
scoreManager.Import(score).Wait();
|
2018-11-29 13:56:29 +08:00
|
|
|
|
2019-02-18 11:55:42 +08:00
|
|
|
this.Push(CreateResults(score));
|
2018-04-13 17:19:50 +08:00
|
|
|
});
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-11-30 17:32:08 +08:00
|
|
|
protected virtual ScoreInfo CreateScore()
|
2018-11-29 12:22:45 +08:00
|
|
|
{
|
2019-03-19 22:44:15 +08:00
|
|
|
var score = DrawableRuleset.ReplayScore?.ScoreInfo ?? new ScoreInfo
|
2018-11-29 12:22:45 +08:00
|
|
|
{
|
2018-11-30 17:31:54 +08:00
|
|
|
Beatmap = Beatmap.Value.BeatmapInfo,
|
2019-08-26 11:21:49 +08:00
|
|
|
Ruleset = rulesetInfo,
|
2019-04-10 11:03:57 +08:00
|
|
|
Mods = Mods.Value.ToArray(),
|
2018-12-27 21:16:58 +08:00
|
|
|
User = api.LocalUser.Value,
|
2018-11-29 12:22:45 +08:00
|
|
|
};
|
|
|
|
|
|
|
|
ScoreProcessor.PopulateScore(score);
|
|
|
|
|
|
|
|
return score;
|
|
|
|
}
|
|
|
|
|
2019-03-18 10:48:11 +08:00
|
|
|
protected override bool OnScroll(ScrollEvent e) => mouseWheelDisabled.Value && !GameplayClockContainer.IsPaused.Value;
|
|
|
|
|
|
|
|
protected virtual Results CreateResults(ScoreInfo score) => new SoloResults(score);
|
|
|
|
|
|
|
|
#region Fail Logic
|
|
|
|
|
|
|
|
protected FailOverlay FailOverlay { get; private set; }
|
|
|
|
|
2019-06-04 15:13:16 +08:00
|
|
|
private FailAnimation failAnimation;
|
|
|
|
|
2018-04-13 17:19:50 +08:00
|
|
|
private bool onFail()
|
|
|
|
{
|
2019-09-19 12:58:54 +08:00
|
|
|
if (!AllowFail)
|
2018-04-13 17:19:50 +08:00
|
|
|
return false;
|
|
|
|
|
2018-10-31 19:03:37 +08:00
|
|
|
HasFailed = true;
|
|
|
|
|
2019-03-18 10:48:11 +08:00
|
|
|
// 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.
|
2019-06-11 13:28:52 +08:00
|
|
|
if (PauseOverlay.State.Value == Visibility.Visible)
|
2019-03-18 10:48:11 +08:00
|
|
|
PauseOverlay.Hide();
|
|
|
|
|
2019-09-19 00:45:59 +08:00
|
|
|
failAnimation.Start();
|
2019-09-19 16:53:10 +08:00
|
|
|
|
|
|
|
if (Mods.Value.OfType<IApplicableFailOverride>().Any(m => m.RestartOnFail))
|
2018-10-14 23:18:52 +08:00
|
|
|
Restart();
|
|
|
|
|
2018-04-13 17:19:50 +08:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2019-06-04 15:13:16 +08:00
|
|
|
// Called back when the transform finishes
|
|
|
|
private void onFailComplete()
|
|
|
|
{
|
|
|
|
GameplayClockContainer.Stop();
|
|
|
|
|
2019-03-18 10:48:11 +08:00
|
|
|
FailOverlay.Retries = RestartCount;
|
|
|
|
FailOverlay.Show();
|
2018-04-13 17:19:50 +08:00
|
|
|
}
|
|
|
|
|
2019-03-18 10:48:11 +08:00
|
|
|
#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)
|
2019-03-26 15:53:44 +08:00
|
|
|
LoadedBeatmapSuccessfully && allowPause && ValidForResume
|
2019-03-18 10:48:11 +08:00
|
|
|
// replays cannot be paused and exit immediately
|
2019-03-20 14:27:06 +08:00
|
|
|
&& !DrawableRuleset.HasReplayLoaded.Value
|
2019-03-18 10:48:11 +08:00
|
|
|
// cannot pause if we are already in a fail state
|
|
|
|
&& !HasFailed
|
2019-03-22 13:42:51 +08:00
|
|
|
// cannot pause if already paused (or in a cooldown state) unless we are in a resuming state.
|
|
|
|
&& (IsResuming || (GameplayClockContainer.IsPaused.Value == false && !pauseCooldownActive));
|
2019-03-18 13:40:53 +08:00
|
|
|
|
|
|
|
private bool pauseCooldownActive =>
|
|
|
|
lastPauseActionTime.HasValue && GameplayClockContainer.GameplayClock.CurrentTime < lastPauseActionTime + pause_cooldown;
|
2019-03-18 10:48:11 +08:00
|
|
|
|
|
|
|
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;
|
|
|
|
|
2019-10-26 03:57:49 +08:00
|
|
|
if (IsResuming)
|
|
|
|
{
|
|
|
|
DrawableRuleset.CancelResume();
|
2019-11-01 13:43:52 +08:00
|
|
|
IsResuming = false;
|
2019-10-26 03:57:49 +08:00
|
|
|
}
|
|
|
|
|
2019-03-18 10:48:11 +08:00
|
|
|
GameplayClockContainer.Stop();
|
|
|
|
PauseOverlay.Show();
|
|
|
|
lastPauseActionTime = GameplayClockContainer.GameplayClock.CurrentTime;
|
|
|
|
}
|
|
|
|
|
|
|
|
public void Resume()
|
|
|
|
{
|
|
|
|
if (!canResume) return;
|
|
|
|
|
|
|
|
IsResuming = true;
|
|
|
|
PauseOverlay.Hide();
|
2019-03-18 13:40:53 +08:00
|
|
|
|
2019-04-08 03:32:55 +08:00
|
|
|
// breaks and time-based conditions may allow instant resume.
|
2019-08-07 21:15:53 +08:00
|
|
|
if (breakOverlay.IsBreakTime.Value || GameplayClockContainer.GameplayClock.CurrentTime < Beatmap.Value.Beatmap.HitObjects.First().StartTime)
|
2019-03-18 13:40:53 +08:00
|
|
|
completeResume();
|
|
|
|
else
|
2019-03-20 14:27:06 +08:00
|
|
|
DrawableRuleset.RequestResume(completeResume);
|
2019-03-18 13:40:53 +08:00
|
|
|
|
|
|
|
void completeResume()
|
|
|
|
{
|
|
|
|
GameplayClockContainer.Start();
|
|
|
|
IsResuming = false;
|
|
|
|
}
|
2019-03-18 10:48:11 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
#endregion
|
|
|
|
|
|
|
|
#region Screen Logic
|
|
|
|
|
2019-01-23 19:52:00 +08:00
|
|
|
public override void OnEntering(IScreen last)
|
2018-04-13 17:19:50 +08:00
|
|
|
{
|
|
|
|
base.OnEntering(last);
|
|
|
|
|
2018-04-20 16:30:27 +08:00
|
|
|
if (!LoadedBeatmapSuccessfully)
|
2018-04-13 17:19:50 +08:00
|
|
|
return;
|
|
|
|
|
2019-01-23 19:52:00 +08:00
|
|
|
Alpha = 0;
|
|
|
|
this
|
2018-04-13 17:19:50 +08:00
|
|
|
.ScaleTo(0.7f)
|
|
|
|
.ScaleTo(1, 750, Easing.OutQuint)
|
|
|
|
.Delay(250)
|
|
|
|
.FadeIn(250);
|
|
|
|
|
2019-02-20 15:53:57 +08:00
|
|
|
Background.EnableUserDim.Value = true;
|
2019-03-20 13:17:35 +08:00
|
|
|
Background.BlurAmount.Value = 0;
|
2018-04-13 17:19:50 +08:00
|
|
|
|
2019-02-28 19:01:15 +08:00
|
|
|
Background.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
|
2019-07-12 10:50:06 +08:00
|
|
|
DimmableStoryboard.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
|
2018-04-13 17:19:50 +08:00
|
|
|
|
2019-02-25 12:15:37 +08:00
|
|
|
storyboardReplacesBackground.Value = Beatmap.Value.Storyboard.ReplacesBackground && Beatmap.Value.Storyboard.HasDrawable;
|
2019-02-18 15:34:11 +08:00
|
|
|
|
2019-03-17 23:46:15 +08:00
|
|
|
GameplayClockContainer.Restart();
|
2019-03-18 10:48:11 +08:00
|
|
|
GameplayClockContainer.FadeInFromZero(750, Easing.OutQuint);
|
2018-04-13 17:19:50 +08:00
|
|
|
|
2019-06-29 09:23:59 +08:00
|
|
|
foreach (var mod in Mods.Value.OfType<IApplicableToHUD>())
|
|
|
|
mod.ApplyToHUD(HUDOverlay);
|
2018-04-13 17:19:50 +08:00
|
|
|
}
|
|
|
|
|
2019-01-23 19:52:00 +08:00
|
|
|
public override void OnSuspending(IScreen next)
|
2018-04-13 17:19:50 +08:00
|
|
|
{
|
|
|
|
fadeOut();
|
|
|
|
base.OnSuspending(next);
|
|
|
|
}
|
|
|
|
|
2019-01-23 19:52:00 +08:00
|
|
|
public override bool OnExiting(IScreen next)
|
2018-04-13 17:19:50 +08:00
|
|
|
{
|
2019-08-06 22:05:12 +08:00
|
|
|
if (completionProgressDelegate != null && !completionProgressDelegate.Cancelled && !completionProgressDelegate.Completed)
|
2018-07-28 06:34:51 +08:00
|
|
|
{
|
2019-08-06 22:05:12 +08:00
|
|
|
// proceed to result screen if beatmap already finished playing
|
|
|
|
completionProgressDelegate.RunTask();
|
2018-07-28 06:34:51 +08:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2019-09-13 14:41:53 +08:00
|
|
|
// ValidForResume is false when restarting
|
|
|
|
if (ValidForResume)
|
2019-06-04 15:13:16 +08:00
|
|
|
{
|
2019-09-13 14:41:53 +08:00
|
|
|
if (pauseCooldownActive && !GameplayClockContainer.IsPaused.Value)
|
|
|
|
// still want to block if we are within the cooldown period and not already paused.
|
|
|
|
return true;
|
2018-04-13 17:19:50 +08:00
|
|
|
}
|
|
|
|
|
2019-03-17 23:46:15 +08:00
|
|
|
GameplayClockContainer.ResetLocalAdjustments();
|
2018-04-13 17:19:50 +08:00
|
|
|
|
2019-11-01 13:11:18 +08:00
|
|
|
// 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.
|
|
|
|
GameplayClockContainer.StopUsingBeatmapClock();
|
|
|
|
|
2019-03-16 13:20:10 +08:00
|
|
|
fadeOut();
|
|
|
|
return base.OnExiting(next);
|
2018-04-13 17:19:50 +08:00
|
|
|
}
|
|
|
|
|
2018-08-02 18:08:23 +08:00
|
|
|
private void fadeOut(bool instant = false)
|
2018-04-13 17:19:50 +08:00
|
|
|
{
|
2018-08-02 18:08:23 +08:00
|
|
|
float fadeOutDuration = instant ? 0 : 250;
|
2019-01-23 19:52:00 +08:00
|
|
|
this.FadeOut(fadeOutDuration);
|
2018-04-13 17:19:50 +08:00
|
|
|
|
2019-02-20 15:53:57 +08:00
|
|
|
Background.EnableUserDim.Value = false;
|
2019-02-25 12:15:37 +08:00
|
|
|
storyboardReplacesBackground.Value = false;
|
2018-04-13 17:19:50 +08:00
|
|
|
}
|
|
|
|
|
2019-03-18 10:48:11 +08:00
|
|
|
#endregion
|
2018-04-13 17:19:50 +08:00
|
|
|
}
|
|
|
|
}
|