1
0
mirror of https://github.com/ppy/osu.git synced 2024-09-22 09:27:34 +08:00
osu-lazer/osu.Game/Storyboards/Storyboard.cs
Dean Herbert cbc4e5319d Fix DrawableStoryboardAnimation to handle skin fallback frame count similar to stable
Reasoning is explained in the inline comment (basically, stable doesn't
care what the user specifies as the frame count when falling back to
skin resources).

This change also removes on to two layers of drawables, which should be
a win in heavy storyboards.
2022-04-07 17:35:56 +09:00

105 lines
4.2 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 System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics.Textures;
using osu.Game.Beatmaps;
using osu.Game.Extensions;
using osu.Game.Rulesets.Mods;
using osu.Game.Storyboards.Drawables;
namespace osu.Game.Storyboards
{
public class Storyboard
{
private readonly Dictionary<string, StoryboardLayer> layers = new Dictionary<string, StoryboardLayer>();
public IEnumerable<StoryboardLayer> Layers => layers.Values;
public BeatmapInfo BeatmapInfo = new BeatmapInfo();
/// <summary>
/// Whether the storyboard can fall back to skin sprites in case no matching storyboard sprites are found.
/// </summary>
public bool UseSkinSprites { get; set; }
public bool HasDrawable => Layers.Any(l => l.Elements.Any(e => e.IsDrawable));
/// <summary>
/// Across all layers, find the earliest point in time that a storyboard element exists at.
/// Will return null if there are no elements.
/// </summary>
/// <remarks>
/// This iterates all elements and as such should be used sparingly or stored locally.
/// </remarks>
public double? EarliestEventTime => Layers.SelectMany(l => l.Elements).OrderBy(e => e.StartTime).FirstOrDefault()?.StartTime;
/// <summary>
/// Across all layers, find the latest point in time that a storyboard element ends at.
/// Will return null if there are no elements.
/// </summary>
/// <remarks>
/// This iterates all elements and as such should be used sparingly or stored locally.
/// Videos and samples return StartTime as their EndTIme.
/// </remarks>
public double? LatestEventTime => Layers.SelectMany(l => l.Elements).OrderBy(e => e.GetEndTime()).LastOrDefault()?.GetEndTime();
/// <summary>
/// Depth of the currently front-most storyboard layer, excluding the overlay layer.
/// </summary>
private int minimumLayerDepth;
public Storyboard()
{
layers.Add("Video", new StoryboardVideoLayer("Video", 4, false));
layers.Add("Background", new StoryboardLayer("Background", 3));
layers.Add("Fail", new StoryboardLayer("Fail", 2) { VisibleWhenPassing = false, });
layers.Add("Pass", new StoryboardLayer("Pass", 1) { VisibleWhenFailing = false, });
layers.Add("Foreground", new StoryboardLayer("Foreground", minimumLayerDepth = 0));
layers.Add("Overlay", new StoryboardLayer("Overlay", int.MinValue));
}
public StoryboardLayer GetLayer(string name)
{
if (!layers.TryGetValue(name, out var layer))
layers[name] = layer = new StoryboardLayer(name, --minimumLayerDepth);
return layer;
}
/// <summary>
/// Whether the beatmap's background should be hidden while this storyboard is being displayed.
/// </summary>
public bool ReplacesBackground
{
get
{
string backgroundPath = BeatmapInfo.Metadata.BackgroundFile;
if (string.IsNullOrEmpty(backgroundPath))
return false;
// Importantly, do this after the NullOrEmpty because EF may have stored the non-nullable value as null to the database, bypassing compile-time constraints.
backgroundPath = backgroundPath.ToLowerInvariant();
return GetLayer("Background").Elements.Any(e => e.Path.ToLowerInvariant() == backgroundPath);
}
}
public DrawableStoryboard CreateDrawable(IReadOnlyList<Mod> mods = null) =>
new DrawableStoryboard(this, mods);
public Texture GetTextureFromPath(string path, TextureStore textureStore)
{
string storyboardPath = BeatmapInfo.BeatmapSet?.Files.FirstOrDefault(f => f.Filename.Equals(path, StringComparison.OrdinalIgnoreCase))?.File.GetStoragePath();
if (!string.IsNullOrEmpty(storyboardPath))
return textureStore.Get(storyboardPath);
return null;
}
}
}