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Make GameplayClockContainer
non-abstract
and use in MultiSpectatorPlayer
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parent
95c1b488a7
commit
224f3eaa84
@ -1,12 +1,8 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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@ -26,7 +22,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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/// </summary>
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/// <param name="score">The score containing the player's replay.</param>
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/// <param name="spectatorPlayerClock">The clock controlling the gameplay running state.</param>
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public MultiSpectatorPlayer([NotNull] Score score, [NotNull] ISpectatorPlayerClock spectatorPlayerClock)
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public MultiSpectatorPlayer(Score score, ISpectatorPlayerClock spectatorPlayerClock)
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: base(score, new PlayerConfiguration { AllowUserInteraction = false })
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{
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this.spectatorPlayerClock = spectatorPlayerClock;
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@ -41,6 +37,19 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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HUDOverlay.HoldToQuit.Expire();
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}
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protected override void Update()
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{
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// The player clock's running state is controlled externally, but the local pausing state needs to be updated to start/stop gameplay.
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CatchUpSpectatorPlayerClock catchUpClock = (CatchUpSpectatorPlayerClock)GameplayClockContainer.SourceClock;
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if (catchUpClock.IsRunning)
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GameplayClockContainer.Start();
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else
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GameplayClockContainer.Stop();
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base.Update();
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}
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protected override void UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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@ -50,28 +59,6 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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}
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protected override GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart)
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=> new SpectatorGameplayClockContainer(spectatorPlayerClock);
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private class SpectatorGameplayClockContainer : GameplayClockContainer
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{
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public SpectatorGameplayClockContainer([NotNull] IClock sourceClock)
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: base(sourceClock)
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{
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}
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protected override void Update()
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{
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// The SourceClock here is always a CatchUpSpectatorPlayerClock.
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// The player clock's running state is controlled externally, but the local pausing state needs to be updated to stop gameplay.
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if (SourceClock.IsRunning)
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Start();
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else
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Stop();
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base.Update();
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}
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protected override GameplayClock CreateGameplayClock(IFrameBasedClock source) => new GameplayClock(source);
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}
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=> new GameplayClockContainer(spectatorPlayerClock);
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}
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}
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@ -16,7 +16,7 @@ namespace osu.Game.Screens.Play
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/// <summary>
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/// Encapsulates gameplay timing logic and provides a <see cref="GameplayClock"/> via DI for gameplay components to use.
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/// </summary>
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public abstract class GameplayClockContainer : Container, IAdjustableClock
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public class GameplayClockContainer : Container, IAdjustableClock
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{
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/// <summary>
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/// The final clock which is exposed to gameplay components.
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@ -36,7 +36,7 @@ namespace osu.Game.Screens.Play
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/// <summary>
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/// The source clock.
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/// </summary>
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protected IClock SourceClock { get; private set; }
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public IClock SourceClock { get; private set; }
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/// <summary>
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/// Invoked when a seek has been performed via <see cref="Seek"/>
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@ -68,7 +68,7 @@ namespace osu.Game.Screens.Play
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/// Creates a new <see cref="GameplayClockContainer"/>.
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/// </summary>
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/// <param name="sourceClock">The source <see cref="IClock"/> used for timing.</param>
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protected GameplayClockContainer(IClock sourceClock)
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public GameplayClockContainer(IClock sourceClock)
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{
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SourceClock = sourceClock;
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@ -193,7 +193,7 @@ namespace osu.Game.Screens.Play
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/// </remarks>
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/// <param name="source">The <see cref="IFrameBasedClock"/> providing the source time.</param>
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/// <returns>The final <see cref="GameplayClock"/>.</returns>
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protected abstract GameplayClock CreateGameplayClock(IFrameBasedClock source);
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protected virtual GameplayClock CreateGameplayClock(IFrameBasedClock source) => new GameplayClock(source);
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#region IAdjustableClock
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