mirror of
https://github.com/ppy/osu.git
synced 2024-12-16 00:52:59 +08:00
72 lines
2.7 KiB
C#
72 lines
2.7 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 JetBrains.Annotations;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Timing;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Scoring;
|
|
using osu.Game.Screens.Play;
|
|
|
|
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
|
|
{
|
|
/// <summary>
|
|
/// A single spectated player within a <see cref="MultiSpectatorScreen"/>.
|
|
/// </summary>
|
|
public class MultiSpectatorPlayer : SpectatorPlayer
|
|
{
|
|
private readonly Bindable<bool> waitingOnFrames = new Bindable<bool>(true);
|
|
private readonly ISpectatorPlayerClock spectatorPlayerClock;
|
|
|
|
/// <summary>
|
|
/// Creates a new <see cref="MultiSpectatorPlayer"/>.
|
|
/// </summary>
|
|
/// <param name="score">The score containing the player's replay.</param>
|
|
/// <param name="spectatorPlayerClock">The clock controlling the gameplay running state.</param>
|
|
public MultiSpectatorPlayer([NotNull] Score score, [NotNull] ISpectatorPlayerClock spectatorPlayerClock)
|
|
: base(score)
|
|
{
|
|
this.spectatorPlayerClock = spectatorPlayerClock;
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load()
|
|
{
|
|
spectatorPlayerClock.WaitingOnFrames.BindTo(waitingOnFrames);
|
|
}
|
|
|
|
protected override void UpdateAfterChildren()
|
|
{
|
|
base.UpdateAfterChildren();
|
|
|
|
// This is required because the frame stable clock is set to WaitingOnFrames = false for one frame.
|
|
waitingOnFrames.Value = DrawableRuleset.FrameStableClock.WaitingOnFrames.Value || Score.Replay.Frames.Count == 0;
|
|
}
|
|
|
|
protected override GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart)
|
|
=> new SpectatorGameplayClockContainer(spectatorPlayerClock);
|
|
|
|
private class SpectatorGameplayClockContainer : GameplayClockContainer
|
|
{
|
|
public SpectatorGameplayClockContainer([NotNull] IClock sourceClock)
|
|
: base(sourceClock)
|
|
{
|
|
}
|
|
|
|
protected override void Update()
|
|
{
|
|
// The player clock's running state is controlled externally, but the local pausing state needs to be updated to stop gameplay.
|
|
if (SourceClock.IsRunning)
|
|
Start();
|
|
else
|
|
Stop();
|
|
|
|
base.Update();
|
|
}
|
|
|
|
protected override GameplayClock CreateGameplayClock(IFrameBasedClock source) => new GameplayClock(source);
|
|
}
|
|
}
|
|
}
|