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osu-lazer/osu.Game.Tournament/Screens/Gameplay/GameplayScreen.cs
2020-03-08 15:55:54 +09:00

195 lines
6.8 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.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Platform;
using osu.Framework.Threading;
using osu.Game.Graphics.UserInterface;
using osu.Game.Tournament.Components;
using osu.Game.Tournament.IPC;
using osu.Game.Tournament.Models;
using osu.Game.Tournament.Screens.Gameplay.Components;
using osu.Game.Tournament.Screens.MapPool;
using osu.Game.Tournament.Screens.TeamWin;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Tournament.Screens.Gameplay
{
public class GameplayScreen : BeatmapInfoScreen, IProvideVideo
{
private readonly BindableBool warmup = new BindableBool();
private readonly Bindable<TournamentMatch> currentMatch = new Bindable<TournamentMatch>();
public readonly Bindable<TourneyState> State = new Bindable<TourneyState>();
private OsuButton warmupButton;
private MatchIPCInfo ipc;
[Resolved(canBeNull: true)]
private TournamentSceneManager sceneManager { get; set; }
[Resolved]
private TournamentMatchChatDisplay chat { get; set; }
[BackgroundDependencyLoader]
private void load(LadderInfo ladder, MatchIPCInfo ipc, Storage storage)
{
this.ipc = ipc;
AddRangeInternal(new Drawable[]
{
new TourneyVideo("gameplay")
{
Loop = true,
RelativeSizeAxes = Axes.Both,
},
header = new MatchHeader(),
new Container
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Y = 5,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Children = new Drawable[]
{
new Box
{
// chroma key area for stable gameplay
Name = "chroma",
RelativeSizeAxes = Axes.X,
Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
Height = 512,
Colour = new Color4(0, 255, 0, 255),
},
}
},
scoreDisplay = new MatchScoreDisplay
{
Y = -60,
Scale = new Vector2(0.8f),
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomCentre,
},
new ControlPanel
{
Children = new Drawable[]
{
warmupButton = new TourneyButton
{
RelativeSizeAxes = Axes.X,
Text = "Toggle warmup",
Action = () => warmup.Toggle()
},
new TourneyButton
{
RelativeSizeAxes = Axes.X,
Text = "Toggle chat",
Action = () => { State.Value = State.Value == TourneyState.Idle ? TourneyState.Playing : TourneyState.Idle; }
}
}
}
});
State.BindTo(ipc.State);
State.BindValueChanged(stateChanged, true);
currentMatch.BindValueChanged(m =>
{
warmup.Value = m.NewValue.Team1Score.Value + m.NewValue.Team2Score.Value == 0;
scheduledOperation?.Cancel();
});
currentMatch.BindTo(ladder.CurrentMatch);
warmup.BindValueChanged(w =>
{
warmupButton.Alpha = !w.NewValue ? 0.5f : 1;
header.ShowScores = !w.NewValue;
}, true);
}
private ScheduledDelegate scheduledOperation;
private MatchScoreDisplay scoreDisplay;
private TourneyState lastState;
private MatchHeader header;
private void stateChanged(ValueChangedEvent<TourneyState> state)
{
try
{
if (state.NewValue == TourneyState.Ranking)
{
if (warmup.Value) return;
if (ipc.Score1.Value > ipc.Score2.Value)
currentMatch.Value.Team1Score.Value++;
else
currentMatch.Value.Team2Score.Value++;
}
scheduledOperation?.Cancel();
void expand()
{
chat?.Contract();
using (BeginDelayedSequence(300, true))
{
scoreDisplay.FadeIn(100);
SongBar.Expanded = true;
}
}
void contract()
{
SongBar.Expanded = false;
scoreDisplay.FadeOut(100);
using (chat?.BeginDelayedSequence(500))
chat?.Expand();
}
switch (state.NewValue)
{
case TourneyState.Idle:
contract();
const float delay_before_progression = 4000;
// if we've returned to idle and the last screen was ranking
// we should automatically proceed after a short delay
if (lastState == TourneyState.Ranking && !warmup.Value)
{
if (currentMatch.Value?.Completed.Value == true)
scheduledOperation = Scheduler.AddDelayed(() => { sceneManager?.SetScreen(typeof(TeamWinScreen)); }, delay_before_progression);
else if (currentMatch.Value?.Completed.Value == false)
scheduledOperation = Scheduler.AddDelayed(() => { sceneManager?.SetScreen(typeof(MapPoolScreen)); }, delay_before_progression);
}
break;
case TourneyState.Ranking:
scheduledOperation = Scheduler.AddDelayed(contract, 10000);
break;
default:
chat.Contract();
expand();
break;
}
}
finally
{
lastState = state.NewValue;
}
}
}
}