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osu-lazer/osu.Game/Screens/Play/BreakOverlay.cs
Dean Herbert 7cd24ba58e
Disallow mistimed firing of beat sync for break overlay for now
It doesn't work well with pause/resume.
2024-09-04 18:00:32 +09:00

211 lines
7.9 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 System;
using osu.Framework.Audio.Track;
using osu.Framework.Bindables;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Effects;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.UserInterface;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Beatmaps.Timing;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
using osu.Game.Screens.Play.Break;
using osu.Game.Utils;
namespace osu.Game.Screens.Play
{
public partial class BreakOverlay : BeatSyncedContainer
{
/// <summary>
/// The duration of the break overlay fading.
/// </summary>
public const double BREAK_FADE_DURATION = BreakPeriod.MIN_BREAK_DURATION / 2;
private const float remaining_time_container_max_size = 0.3f;
private const int vertical_margin = 15;
private readonly Container fadeContainer;
public override bool RemoveCompletedTransforms => false;
public BreakTracker BreakTracker { get; init; } = null!;
private readonly Container remainingTimeAdjustmentBox;
private readonly Container remainingTimeBox;
private readonly RemainingTimeCounter remainingTimeCounter;
private readonly BreakArrows breakArrows;
private readonly ScoreProcessor scoreProcessor;
private readonly BreakInfo info;
private readonly IBindable<Period?> currentPeriod = new Bindable<Period?>();
public BreakOverlay(bool letterboxing, ScoreProcessor scoreProcessor)
{
this.scoreProcessor = scoreProcessor;
RelativeSizeAxes = Axes.Both;
MinimumBeatLength = 200;
// Doesn't play well with pause/unpause.
// This might mean that some beats don't animate if the user is running <60fps, but we'll deal with that if anyone notices.
AllowMistimedEventFiring = false;
Child = fadeContainer = new Container
{
Alpha = 0,
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
new LetterboxOverlay
{
Alpha = letterboxing ? 1 : 0,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
new CircularContainer
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Width = 80,
Height = 4,
Masking = true,
EdgeEffect = new EdgeEffectParameters
{
Type = EdgeEffectType.Shadow,
Radius = 260,
Colour = OsuColour.Gray(0.2f).Opacity(0.8f),
Roundness = 12
},
Children = new Drawable[]
{
new Box
{
Alpha = 0,
AlwaysPresent = true,
RelativeSizeAxes = Axes.Both,
},
}
},
remainingTimeAdjustmentBox = new Container
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
AutoSizeAxes = Axes.Y,
RelativeSizeAxes = Axes.X,
Width = 0,
Child = remainingTimeBox = new Circle
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.X,
Height = 8,
Masking = true,
}
},
remainingTimeCounter = new RemainingTimeCounter
{
Anchor = Anchor.Centre,
Origin = Anchor.BottomCentre,
Y = -vertical_margin,
},
info = new BreakInfo
{
Anchor = Anchor.Centre,
Origin = Anchor.TopCentre,
Y = vertical_margin,
},
breakArrows = new BreakArrows
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
}
}
};
}
protected override void LoadComplete()
{
base.LoadComplete();
info.AccuracyDisplay.Current.BindTo(scoreProcessor.Accuracy);
((IBindable<ScoreRank>)info.GradeDisplay.Current).BindTo(scoreProcessor.Rank);
currentPeriod.BindTo(BreakTracker.CurrentPeriod);
currentPeriod.BindValueChanged(updateDisplay, true);
}
private float remainingTimeForCurrentPeriod =>
currentPeriod.Value == null ? 0 : (float)Math.Max(0, (currentPeriod.Value.Value.End - Time.Current - BREAK_FADE_DURATION) / currentPeriod.Value.Value.Duration);
protected override void Update()
{
base.Update();
remainingTimeBox.Height = Math.Min(8, remainingTimeBox.DrawWidth);
// Keep things simple by resetting beat synced transforms on a rewind.
if (Clock.ElapsedFrameTime < 0)
{
remainingTimeBox.ClearTransforms(targetMember: nameof(Width));
remainingTimeBox.Width = remainingTimeForCurrentPeriod;
}
}
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
{
base.OnNewBeat(beatIndex, timingPoint, effectPoint, amplitudes);
if (currentPeriod.Value == null)
return;
float timeBoxTargetWidth = (float)Math.Max(0, (remainingTimeForCurrentPeriod - timingPoint.BeatLength / currentPeriod.Value.Value.Duration));
remainingTimeBox.ResizeWidthTo(timeBoxTargetWidth, timingPoint.BeatLength * 2, Easing.OutQuint);
}
private void updateDisplay(ValueChangedEvent<Period?> period)
{
FinishTransforms(true);
Scheduler.CancelDelayedTasks();
if (period.NewValue == null)
return;
var b = period.NewValue.Value;
using (BeginAbsoluteSequence(b.Start))
{
fadeContainer.FadeIn(BREAK_FADE_DURATION);
breakArrows.Show(BREAK_FADE_DURATION);
remainingTimeAdjustmentBox
.ResizeWidthTo(remaining_time_container_max_size, BREAK_FADE_DURATION, Easing.OutQuint)
.Delay(b.Duration - BREAK_FADE_DURATION)
.ResizeWidthTo(0);
remainingTimeBox.ResizeWidthTo(remainingTimeForCurrentPeriod);
remainingTimeCounter.CountTo(b.Duration).CountTo(0, b.Duration);
remainingTimeCounter.MoveToX(-50)
.MoveToX(0, BREAK_FADE_DURATION, Easing.OutQuint);
info.MoveToX(50)
.MoveToX(0, BREAK_FADE_DURATION, Easing.OutQuint);
using (BeginDelayedSequence(b.Duration - BREAK_FADE_DURATION))
{
fadeContainer.FadeOut(BREAK_FADE_DURATION);
breakArrows.Hide(BREAK_FADE_DURATION);
}
}
}
}
}