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osu-lazer/osu.Game/Screens/Play/SoloSpectatorPlayer.cs
T

77 lines
2.1 KiB
C#

// 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.
using osu.Framework.Allocation;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Screens;
using osu.Game.Online.Spectator;
using osu.Game.Scoring;
using osu.Game.Users;
namespace osu.Game.Screens.Play
{
public partial class SoloSpectatorPlayer : SpectatorPlayer
{
private readonly Score score;
protected override UserActivity InitialActivity => new UserActivity.SpectatingUser(Score.ScoreInfo);
public SoloSpectatorPlayer(Score score)
: base(score, new PlayerConfiguration { AllowUserInteraction = false })
{
this.score = score;
}
[BackgroundDependencyLoader]
private void load()
{
SpectatorClient.OnUserBeganPlaying += userBeganPlaying;
}
public override bool OnExiting(ScreenExitEvent e)
{
SpectatorClient.OnUserBeganPlaying -= userBeganPlaying;
return base.OnExiting(e);
}
private void userBeganPlaying(int userId, SpectatorState state)
{
if (userId != score.ScoreInfo.UserID) return;
Schedule(() =>
{
if (this.IsCurrentScreen()) this.Exit();
});
}
#region Fail handling
protected override bool CheckModsAllowFailure()
{
if (!allowFail)
return false;
return base.CheckModsAllowFailure();
}
private bool allowFail;
/// <summary>
/// Should be called when it is apparent that the player being spectated has failed.
/// This will subsequently stop blocking the fail screen from displaying (usually done out of safety).
/// </summary>
public void AllowFail() => allowFail = true;
#endregion
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (SpectatorClient.IsNotNull())
SpectatorClient.OnUserBeganPlaying -= userBeganPlaying;
}
}
}