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62 lines
2.2 KiB
C#
62 lines
2.2 KiB
C#
// Copyright (c) 2007-2017 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.Allocation;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.Timing;
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namespace osu.Game.Graphics.Containers
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{
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public class BeatSyncedContainer : Container
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{
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private readonly Bindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
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private int lastBeat;
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private TimingControlPoint lastTimingPoint;
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protected override void Update()
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{
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if (beatmap.Value?.Track == null)
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return;
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double currentTrackTime = beatmap.Value.Track.CurrentTime;
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TimingControlPoint timingPoint = beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(currentTrackTime);
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EffectControlPoint effectPoint = beatmap.Value.Beatmap.ControlPointInfo.EffectPointAt(currentTrackTime);
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if (timingPoint.BeatLength == 0)
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return;
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int beat = (int)((currentTrackTime - timingPoint.Time) / timingPoint.BeatLength);
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// The beats before the start of the first control point are off by 1, this should do the trick
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if (currentTrackTime < timingPoint.Time)
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beat--;
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if (timingPoint == lastTimingPoint && beat == lastBeat)
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return;
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double offsetFromBeat = (timingPoint.Time - currentTrackTime) % timingPoint.BeatLength;
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using (BeginDelayedSequence(offsetFromBeat, true))
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OnNewBeat(beat, timingPoint.BeatLength, timingPoint.TimeSignature, effectPoint.KiaiMode);
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lastBeat = beat;
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lastTimingPoint = timingPoint;
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}
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[BackgroundDependencyLoader]
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private void load(OsuGameBase game)
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{
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beatmap.BindTo(game.Beatmap);
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}
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protected virtual void OnNewBeat(int newBeat, double beatLength, TimeSignatures timeSignature, bool kiai)
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{
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}
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}
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}
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