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

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.UserInterface;
using osu.Game.Beatmaps.Timing;
using osu.Game.Rulesets.Scoring;
using osu.Game.Screens.Play.Break;
namespace osu.Game.Screens.Play
{
public class BreakOverlay : Container
{
private const double fade_duration = BreakPeriod.MIN_BREAK_DURATION / 2;
private const float remaining_time_container_max_size = 0.3f;
private const int vertical_margin = 25;
private readonly Container fadeContainer;
private IReadOnlyList<BreakPeriod> breaks;
public IReadOnlyList<BreakPeriod> Breaks
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{
get => breaks;
set
{
breaks = value;
// reset index in case the new breaks list is smaller than last one
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isBreakTime.Value = false;
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CurrentBreakIndex = 0;
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initializeBreaks();
}
}
public override bool RemoveCompletedTransforms => false;
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/// <summary>
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/// Whether the gameplay is currently in a break.
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/// </summary>
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public IBindable<bool> IsBreakTime => isBreakTime;
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protected int CurrentBreakIndex;
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private readonly BindableBool isBreakTime = new BindableBool();
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private readonly Container remainingTimeAdjustmentBox;
private readonly Container remainingTimeBox;
private readonly RemainingTimeCounter remainingTimeCounter;
private readonly BreakInfo info;
private readonly BreakArrows breakArrows;
public BreakOverlay(bool letterboxing, ScoreProcessor scoreProcessor = null)
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{
RelativeSizeAxes = Axes.Both;
Child = fadeContainer = new Container
{
Alpha = 0,
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
new LetterboxOverlay
{
Alpha = letterboxing ? 1 : 0,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
remainingTimeAdjustmentBox = new Container
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
AutoSizeAxes = Axes.Y,
RelativeSizeAxes = Axes.X,
Width = 0,
Child = remainingTimeBox = new Container
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.X,
Height = 8,
CornerRadius = 4,
Masking = true,
Child = new Box { RelativeSizeAxes = Axes.Both }
}
},
remainingTimeCounter = new RemainingTimeCounter
{
Anchor = Anchor.Centre,
Origin = Anchor.BottomCentre,
Margin = new MarginPadding { Bottom = vertical_margin },
},
info = new BreakInfo
{
Anchor = Anchor.Centre,
Origin = Anchor.TopCentre,
Margin = new MarginPadding { Top = vertical_margin },
},
breakArrows = new BreakArrows
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
}
}
};
if (scoreProcessor != null) bindProcessor(scoreProcessor);
}
[BackgroundDependencyLoader(true)]
private void load(GameplayClock clock)
{
if (clock != null) Clock = clock;
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}
protected override void LoadComplete()
{
base.LoadComplete();
initializeBreaks();
}
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protected override void Update()
{
base.Update();
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updateBreakTimeBindable();
}
private void updateBreakTimeBindable()
{
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if (breaks?.Any() != true)
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return;
var time = Clock.CurrentTime;
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if (time > breaks[CurrentBreakIndex].EndTime)
{
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while (time > breaks[CurrentBreakIndex].EndTime && CurrentBreakIndex < breaks.Count - 1)
CurrentBreakIndex++;
}
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else
{
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while (time < breaks[CurrentBreakIndex].StartTime && CurrentBreakIndex > 0)
CurrentBreakIndex--;
}
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// This ensures that IsBreakTime is generally consistent with the overlay's transforms during a break.
// If the current break doesn't have effects, IsBreakTime should be false.
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// We also assume that the overlay's fade out transform is "not break time".
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var currentBreak = breaks[CurrentBreakIndex];
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isBreakTime.Value = currentBreak.HasEffect && currentBreak.Contains(time);
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}
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private void initializeBreaks()
{
if (!IsLoaded) return; // we need a clock.
FinishTransforms(true);
Scheduler.CancelDelayedTasks();
if (breaks == null) return; //we need breaks.
foreach (var b in breaks)
{
if (!b.HasEffect)
continue;
using (BeginAbsoluteSequence(b.StartTime, true))
{
fadeContainer.FadeIn(fade_duration);
breakArrows.Show(fade_duration);
remainingTimeAdjustmentBox
.ResizeWidthTo(remaining_time_container_max_size, fade_duration, Easing.OutQuint)
.Delay(b.Duration - fade_duration)
.ResizeWidthTo(0);
remainingTimeBox
.ResizeWidthTo(0, b.Duration - fade_duration)
.Then()
.ResizeWidthTo(1);
remainingTimeCounter.CountTo(b.Duration).CountTo(0, b.Duration);
using (BeginDelayedSequence(b.Duration - fade_duration, true))
{
fadeContainer.FadeOut(fade_duration);
breakArrows.Hide(fade_duration);
}
}
}
}
private void bindProcessor(ScoreProcessor processor)
{
info.AccuracyDisplay.Current.BindTo(processor.Accuracy);
info.GradeDisplay.Current.BindTo(processor.Rank);
}
}
}