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Move storyboard outro logic to DrawableStoryboard
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@ -6,12 +6,14 @@ using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Ranking;
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using osu.Game.Storyboards;
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using osuTK;
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@ -36,6 +38,16 @@ namespace osu.Game.Tests.Visual.Gameplay
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storyboard.GetLayer("Background").Add(sprite);
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}
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[SetUpSteps]
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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AddStep("ignore user settings", () =>
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{
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Player.DimmableStoryboard.IgnoreUserSettings.Value = true;
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});
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}
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[Test]
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public void TestStoryboardSkipOutro()
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{
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@ -50,8 +62,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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AddUntilStep("storyboard loaded", () => Player.Beatmap.Value.StoryboardLoaded);
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AddUntilStep("storyboard ends", () => Player.HUDOverlay.Progress.ReferenceClock.CurrentTime >= storyboard_duration);
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AddWaitStep("wait for score", 10);
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AddAssert("score shown", () => Player.IsScoreShown);
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AddUntilStep("wait for score shown", () => Player.IsScoreShown);
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}
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[Test]
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@ -85,6 +96,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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public bool IsScoreShown => !this.IsCurrentScreen() && this.GetChildScreen() is ResultsScreen;
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public new DimmableStoryboard DimmableStoryboard => base.DimmableStoryboard;
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public OutroPlayer()
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: base(false)
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{
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@ -48,8 +48,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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{
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AllowPause = false,
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AllowRestart = false,
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AllowSkippingIntro = false,
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AllowSkippingOutro = false,
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AllowSkipping = false,
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})
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{
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this.userIds = userIds;
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Graphics.Containers;
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using osu.Game.Storyboards;
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@ -61,5 +62,7 @@ namespace osu.Game.Screens.Play
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Add(storyboard);
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OverlayLayerContainer.Add(storyboard.OverlayLayer.CreateProxy());
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}
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public IBindable<bool> HasStoryboardEnded => drawableStoryboard?.HasStoryboardEnded;
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}
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}
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@ -240,8 +240,6 @@ namespace osu.Game.Screens.Play
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userOffsetClock.ProcessFrame();
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}
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updateHasStoryboardEnded();
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base.Update();
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}
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@ -303,23 +301,5 @@ namespace osu.Game.Screens.Play
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{
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}
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}
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# region Storyboard outro logic
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public IBindable<bool> HasStoryboardEnded => hasStoryboardEnded;
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public bool HasTimeLeftInStoryboard => GameplayClock.CurrentTime <= StoryboardEndTime;
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private readonly BindableBool hasStoryboardEnded = new BindableBool(true);
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private void updateHasStoryboardEnded()
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{
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if (StoryboardEndTime == 0)
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return;
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hasStoryboardEnded.Value = GameplayClock.CurrentTime >= StoryboardEndTime;
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}
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# endregion
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}
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}
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@ -74,8 +74,6 @@ namespace osu.Game.Screens.Play
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private Bindable<bool> mouseWheelDisabled;
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private Bindable<bool> storyboardEnabled;
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private readonly Bindable<bool> storyboardReplacesBackground = new Bindable<bool>();
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protected readonly Bindable<bool> LocalUserPlaying = new Bindable<bool>();
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@ -106,7 +104,7 @@ namespace osu.Game.Screens.Play
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private BreakTracker breakTracker;
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private SkipOverlay skipOverlay;
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private SkipOverlay skipIntroOverlay;
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private SkipOverlay skipOutroOverlay;
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@ -194,8 +192,6 @@ namespace osu.Game.Screens.Play
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mouseWheelDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableWheel);
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storyboardEnabled = config.GetBindable<bool>(OsuSetting.ShowStoryboard);
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if (game != null)
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gameActive.BindTo(game.IsActive);
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@ -250,7 +246,7 @@ namespace osu.Game.Screens.Play
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HUDOverlay.ShowHud.Value = false;
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HUDOverlay.ShowHud.Disabled = true;
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BreakOverlay.Hide();
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skipOverlay.Hide();
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skipIntroOverlay.Hide();
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}
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DrawableRuleset.FrameStableClock.WaitingOnFrames.BindValueChanged(waiting =>
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@ -292,7 +288,8 @@ namespace osu.Game.Screens.Play
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HealthProcessor.Failed += onFail;
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// Keep track of whether the storyboard ended after the playable portion
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GameplayClockContainer.HasStoryboardEnded.ValueChanged += updateCompletionState;
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if (DimmableStoryboard.HasStoryboardEnded != null)
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DimmableStoryboard.HasStoryboardEnded.ValueChanged += updateCompletionState;
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foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
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mod.ApplyToScoreProcessor(ScoreProcessor);
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@ -365,7 +362,7 @@ namespace osu.Game.Screens.Play
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre
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},
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skipOverlay = new SkipOverlay(DrawableRuleset.GameplayStartTime)
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skipIntroOverlay = new SkipOverlay(DrawableRuleset.GameplayStartTime)
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{
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RequestSkip = performUserRequestedSkip
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},
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@ -399,11 +396,8 @@ namespace osu.Game.Screens.Play
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}
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};
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if (!Configuration.AllowSkippingIntro)
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skipOverlay.Expire();
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if (!Configuration.AllowSkippingOutro)
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skipOutroOverlay.Expire();
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if (!Configuration.AllowSkipping)
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skipIntroOverlay.Expire();
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if (Configuration.AllowRestart)
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{
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@ -637,8 +631,9 @@ namespace osu.Game.Screens.Play
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return score.ScoreInfo;
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});
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// show skip overlay if storyboard is enabled and has an outro
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if (storyboardEnabled.Value && GameplayClockContainer.HasTimeLeftInStoryboard)
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var storyboardHasOutro = DimmableStoryboard.ContentDisplayed && (!DimmableStoryboard.HasStoryboardEnded?.Value ?? false);
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if (storyboardHasOutro)
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{
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skipOutroOverlay.Show();
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completionProgressDelegate = null;
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@ -21,13 +21,8 @@ namespace osu.Game.Screens.Play
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public bool AllowRestart { get; set; } = true;
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/// <summary>
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/// Whether the player should be allowed to skip the intro, advancing to the start of gameplay.
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/// Whether the player should be allowed to skip intros/outros, advancing to the start of gameplay or the end of a storyboard.
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/// </summary>
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public bool AllowSkippingIntro { get; set; } = true;
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/// <summary>
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/// Whether the player should be allowed to skip the outro, advancing to the end of a storyboard.
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/// </summary>
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public bool AllowSkippingOutro { get; set; } = true;
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public bool AllowSkipping { get; set; } = true;
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}
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}
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@ -5,6 +5,7 @@ using System.Linq;
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using System.Threading;
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using osuTK;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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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.Textures;
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@ -82,5 +83,27 @@ namespace osu.Game.Storyboards.Drawables
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foreach (var layer in Children)
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layer.Enabled = passing ? layer.Layer.VisibleWhenPassing : layer.Layer.VisibleWhenFailing;
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}
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protected override void Update()
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{
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base.Update();
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updateHasStoryboardEnded();
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}
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/// <summary>
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/// Whether the storyboard has ended after the gameplay portion of the beatmap.
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/// </summary>
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public IBindable<bool> HasStoryboardEnded => hasStoryboardEnded;
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private readonly BindableBool hasStoryboardEnded = new BindableBool(true);
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private void updateHasStoryboardEnded()
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{
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if (Storyboard.LatestEventTime == null)
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return;
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var time = Clock.CurrentTime;
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hasStoryboardEnded.Value = time >= Storyboard.LatestEventTime;
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}
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}
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}
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@ -3,7 +3,7 @@
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namespace osu.Game.Storyboards
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{
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public interface IHasDuration
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public interface IStoryboardElementHasDuration
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{
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double EndTime { get; }
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}
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/// Across all layers, find the latest point in time that a storyboard element ends at.
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/// Will return null if there are no elements.
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/// </summary>
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public double? LatestEventTime => Layers.SelectMany(l => l.Elements.OfType<IHasDuration>()).OrderByDescending(e => e.EndTime).FirstOrDefault()?.EndTime;
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public double? LatestEventTime => Layers.SelectMany(l => l.Elements.OfType<IStoryboardElementHasDuration>()).OrderByDescending(e => e.EndTime).FirstOrDefault()?.EndTime;
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/// <summary>
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/// Depth of the currently front-most storyboard layer, excluding the overlay layer.
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@ -11,7 +11,7 @@ using JetBrains.Annotations;
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namespace osu.Game.Storyboards
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{
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public class StoryboardSprite : IStoryboardElement, IHasDuration
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public class StoryboardSprite : IStoryboardElement, IStoryboardElementHasDuration
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{
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private readonly List<CommandLoop> loops = new List<CommandLoop>();
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private readonly List<CommandTrigger> triggers = new List<CommandTrigger>();
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