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Add fail dialog and flow.
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1d24ad3db6
commit
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@ -30,6 +30,22 @@ namespace osu.Game.Modes
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public readonly BindableInt Combo = new BindableInt();
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/// <summary>
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/// Are we allowed to fail?
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/// </summary>
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protected bool CanFail => true;
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protected bool HasFailed;
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/// <summary>
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/// Called when we reach a failing health of zero.
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/// </summary>
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public event Action Failed;
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/// <summary>
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/// Keeps track of the highest combo ever achieved in this play.
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/// This is handled automatically by ScoreProcessor.
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/// </summary>
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public readonly BindableInt HighestCombo = new BindableInt();
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public readonly List<JudgementInfo> Judgements;
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@ -51,6 +67,11 @@ namespace osu.Game.Modes
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UpdateCalculations(judgement);
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judgement.ComboAtHit = (ulong)Combo.Value;
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if (Health.Value == Health.MinValue && !HasFailed)
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{
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HasFailed = true;
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Failed?.Invoke();
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}
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}
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/// <summary>
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@ -63,7 +63,7 @@ namespace osu.Game.Modes.UI
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processor.TotalScore.ValueChanged += delegate { ScoreCounter?.Set((ulong)processor.TotalScore.Value); };
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processor.Accuracy.ValueChanged += delegate { AccuracyCounter?.Set((float)processor.Accuracy.Value); };
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processor.Combo.ValueChanged += delegate { ComboCounter?.Set((ulong)processor.Combo.Value); };
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if (HealthDisplay != null) processor.Health.Weld(HealthDisplay.Current);
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if (HealthDisplay != null) HealthDisplay.Current.Weld(processor.Health);
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}
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}
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}
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45
osu.Game/Screens/Play/FailDialog.cs
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45
osu.Game/Screens/Play/FailDialog.cs
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@ -0,0 +1,45 @@
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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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using osu.Framework.GameModes;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Transformations;
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using osu.Game.Modes;
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using osu.Game.Screens.Backgrounds;
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using OpenTK;
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using OpenTK.Graphics;
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namespace osu.Game.Screens.Play
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{
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class FailDialog : OsuGameMode
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{
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protected override BackgroundMode CreateBackground() => new BackgroundModeBeatmap(Beatmap);
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private static readonly Vector2 BACKGROUND_BLUR = new Vector2(20);
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public FailDialog()
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{
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Add(new SpriteText
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{
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Text = "You failed!",
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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TextSize = 50
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});
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}
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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.Schedule(() => (Background as BackgroundModeBeatmap)?.BlurTo(BACKGROUND_BLUR, 1000));
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}
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protected override bool OnExiting(GameMode next)
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{
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Background.Schedule(() => Background.FadeColour(Color4.White, 500));
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return base.OnExiting(next);
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}
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}
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}
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@ -24,6 +24,7 @@ using osu.Game.Screens.Ranking;
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using osu.Game.Configuration;
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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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{
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@ -31,12 +32,10 @@ namespace osu.Game.Screens.Play
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{
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public bool Autoplay;
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protected override BackgroundMode CreateBackground() => null;
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protected override BackgroundMode CreateBackground() => new BackgroundModeBeatmap(Beatmap);
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internal override bool ShowOverlays => false;
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protected bool CanFail => true;
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public BeatmapInfo BeatmapInfo;
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public PlayMode PreferredPlayMode;
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@ -98,8 +97,12 @@ namespace osu.Game.Screens.Play
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hitRenderer = ruleset.CreateHitRendererWith(beatmap.HitObjects);
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//bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
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hitRenderer.OnJudgement += scoreProcessor.AddJudgement;
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hitRenderer.OnAllJudged += hitRenderer_OnAllJudged;
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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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if (Autoplay)
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hitRenderer.Schedule(() => hitRenderer.DrawableObjects.ForEach(h => h.State = ArmedState.Hit));
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@ -134,7 +137,7 @@ namespace osu.Game.Screens.Play
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});
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}
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private void hitRenderer_OnAllJudged()
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private void onPass()
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{
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Delay(1000);
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Schedule(delegate
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@ -147,6 +150,19 @@ namespace osu.Game.Screens.Play
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});
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}
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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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protected override void OnEntering(GameMode last)
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{
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base.OnEntering(last);
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@ -116,6 +116,7 @@
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<Compile Include="Screens\Multiplayer\Lobby.cs" />
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<Compile Include="Screens\Multiplayer\Match.cs" />
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<Compile Include="Screens\Multiplayer\MatchCreate.cs" />
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<Compile Include="Screens\Play\FailDialog.cs" />
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<Compile Include="Screens\Play\PlayerInputManager.cs" />
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<Compile Include="Screens\Select\CarouselContainer.cs" />
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<Compile Include="Screens\Select\MatchSongSelect.cs" />
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