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osu-lazer/osu.Game/GameModes/Play/Player.cs
2016-10-28 18:07:42 +09:00

154 lines
4.8 KiB
C#

//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Objects;
using osu.Game.GameModes.Backgrounds;
using osu.Game.GameModes.Play.Catch;
using osu.Game.GameModes.Play.Mania;
using osu.Game.GameModes.Play.Osu;
using osu.Game.GameModes.Play.Taiko;
using osu.Framework;
using osu.Game.Database;
using osu.Framework.Timing;
using osu.Framework.GameModes;
using osu.Framework.Audio.Track;
namespace osu.Game.GameModes.Play
{
public class Player : OsuGameMode
{
protected override BackgroundMode CreateBackground() => new BackgroundModeCustom(@"Backgrounds/bg4");
public BeatmapInfo BeatmapInfo;
public WorkingBeatmap Beatmap;
public PlayMode PreferredPlayMode;
protected override IFrameBasedClock Clock => playerClock;
private InterpolatingFramedClock playerClock;
private IAdjustableClock sourceClock;
protected override void Dispose(bool isDisposing)
{
Beatmap?.Dispose();
base.Dispose(isDisposing);
}
protected override bool OnExiting(GameMode next)
{
//eagerly dispose as the finalizer runs too late right now.
Beatmap?.Dispose();
return base.OnExiting(next);
}
public override void Load(BaseGame game)
{
base.Load(game);
try
{
if (Beatmap == null)
Beatmap = ((OsuGame)game).Beatmaps.GetBeatmapData(BeatmapInfo);
}
catch
{
//couldn't load, hard abort!
Exit();
return;
}
AudioTrack track = Beatmap.Track;
if (track != null)
{
game.Audio.Track.SetExclusive(track);
sourceClock = track;
}
sourceClock = (IAdjustableClock)Beatmap.Track ?? new StopwatchClock();
playerClock = new InterpolatingFramedClock(sourceClock);
Schedule(() =>
{
sourceClock.Start();
});
HitRenderer hitRenderer;
ScoreOverlay scoreOverlay;
if (Beatmap.Beatmap.BeatmapInfo?.Mode > PlayMode.Osu)
{
//we only support osu! mode for now because the hitobject parsing is crappy and needs a refactor.
Exit();
return;
}
PlayMode usablePlayMode = Beatmap.Beatmap.BeatmapInfo?.Mode > PlayMode.Osu ? Beatmap.Beatmap.BeatmapInfo.Mode : PreferredPlayMode;
switch (usablePlayMode)
{
default:
scoreOverlay = new ScoreOverlayOsu();
hitRenderer = new OsuHitRenderer
{
Objects = Beatmap.Beatmap.HitObjects,
Anchor = Anchor.Centre,
Origin = Anchor.Centre
};
break;
case PlayMode.Taiko:
scoreOverlay = new ScoreOverlayOsu();
hitRenderer = new TaikoHitRenderer
{
Objects = Beatmap.Beatmap.HitObjects,
Anchor = Anchor.Centre,
Origin = Anchor.Centre
};
break;
case PlayMode.Catch:
scoreOverlay = new ScoreOverlayOsu();
hitRenderer = new CatchHitRenderer
{
Objects = Beatmap.Beatmap.HitObjects,
Anchor = Anchor.Centre,
Origin = Anchor.Centre
};
break;
case PlayMode.Mania:
scoreOverlay = new ScoreOverlayOsu();
hitRenderer = new ManiaHitRenderer
{
Objects = Beatmap.Beatmap.HitObjects,
Anchor = Anchor.Centre,
Origin = Anchor.Centre
};
break;
}
hitRenderer.OnHit += delegate (HitObject h) { scoreOverlay.OnHit(h); };
hitRenderer.OnMiss += delegate (HitObject h) { scoreOverlay.OnMiss(h); };
Children = new Drawable[]
{
hitRenderer,
scoreOverlay,
};
}
protected override void Update()
{
base.Update();
playerClock.ProcessFrame();
}
}
}