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osu-lazer/osu.Game/Screens/Play/BreakOverlay.cs
iiSaLMaN 3fa6804501 Use better loops for moving index
Easy to read, suggested by peppy
2019-07-26 08:12:32 +03:00

226 lines
7.5 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.Collections.Generic;
using System.Linq;
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.Graphics.UserInterface;
using osu.Game.Beatmaps.Timing;
using osu.Game.Rulesets.Scoring;
using osu.Game.Screens.Play.Break;
namespace osu.Game.Screens.Play
{
public class BreakOverlay : Container
{
private const double fade_duration = BreakPeriod.MIN_BREAK_DURATION / 2;
private const float remaining_time_container_max_size = 0.3f;
private const int vertical_margin = 25;
private List<BreakPeriod> breaks;
private readonly Container fadeContainer;
public List<BreakPeriod> Breaks
{
get => breaks;
set
{
breaks = value;
// reset index in case the new breaks list is smaller than last one
resetBreakIndex();
initializeBreaks();
}
}
public override bool RemoveCompletedTransforms => false;
/// <summary>
/// Whether the gameplay is currently in a break.
/// </summary>
public IBindable<bool> IsBreakTime => isBreakTime;
private int currentBreakIndex;
private readonly BindableBool isBreakTime = new BindableBool();
private readonly Container remainingTimeAdjustmentBox;
private readonly Container remainingTimeBox;
private readonly RemainingTimeCounter remainingTimeCounter;
private readonly BreakInfo info;
private readonly BreakArrows breakArrows;
public BreakOverlay(bool letterboxing, ScoreProcessor scoreProcessor = null)
{
RelativeSizeAxes = Axes.Both;
Child = fadeContainer = new Container
{
Alpha = 0,
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
new LetterboxOverlay
{
Alpha = letterboxing ? 1 : 0,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
remainingTimeAdjustmentBox = new Container
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
AutoSizeAxes = Axes.Y,
RelativeSizeAxes = Axes.X,
Width = 0,
Child = remainingTimeBox = new Container
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.X,
Height = 8,
CornerRadius = 4,
Masking = true,
Child = new Box { RelativeSizeAxes = Axes.Both }
}
},
remainingTimeCounter = new RemainingTimeCounter
{
Anchor = Anchor.Centre,
Origin = Anchor.BottomCentre,
Margin = new MarginPadding { Bottom = vertical_margin },
},
info = new BreakInfo
{
Anchor = Anchor.Centre,
Origin = Anchor.TopCentre,
Margin = new MarginPadding { Top = vertical_margin },
},
breakArrows = new BreakArrows
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
}
}
};
if (scoreProcessor != null) bindProcessor(scoreProcessor);
}
[BackgroundDependencyLoader(true)]
private void load(GameplayClock clock)
{
if (clock != null) Clock = clock;
}
protected override void LoadComplete()
{
base.LoadComplete();
initializeBreaks();
}
protected override void Update()
{
base.Update();
updateBreakTimeBindable();
}
private void resetBreakIndex()
{
isBreakTime.Value = false;
currentBreakIndex = 0;
}
private void updateBreakTimeBindable()
{
if (breaks?.Any() != true)
{
resetBreakIndex();
return;
}
var time = Clock.CurrentTime;
if (time > breaks[currentBreakIndex].EndTime)
{
for (int i = currentBreakIndex; i < breaks.Count; i++)
{
if (time <= breaks[i].EndTime)
{
currentBreakIndex = i;
break;
}
}
}
else if (time < breaks[currentBreakIndex].StartTime)
{
for (int i = currentBreakIndex; i >= 0; i--)
{
if (time >= breaks[i].StartTime)
{
currentBreakIndex = i;
break;
}
}
}
// This ensures that IsBreakTime is generally consistent with the overlay's transforms during a break.
// If the current break doesn't have effects, IsBreakTime should be false.
// We also assume that the overlay's fade out transform is "not break time".
var currentBreak = breaks[currentBreakIndex];
isBreakTime.Value = currentBreak.HasEffect && time >= currentBreak.StartTime && time <= currentBreak.EndTime - fade_duration;
}
private void initializeBreaks()
{
if (!IsLoaded) return; // we need a clock.
FinishTransforms(true);
Scheduler.CancelDelayedTasks();
if (breaks == null) return; //we need breaks.
foreach (var b in breaks)
{
if (!b.HasEffect)
continue;
using (BeginAbsoluteSequence(b.StartTime, true))
{
fadeContainer.FadeIn(fade_duration);
breakArrows.Show(fade_duration);
remainingTimeAdjustmentBox
.ResizeWidthTo(remaining_time_container_max_size, fade_duration, Easing.OutQuint)
.Delay(b.Duration - fade_duration)
.ResizeWidthTo(0);
remainingTimeBox
.ResizeWidthTo(0, b.Duration - fade_duration)
.Then()
.ResizeWidthTo(1);
remainingTimeCounter.CountTo(b.Duration).CountTo(0, b.Duration);
using (BeginDelayedSequence(b.Duration - fade_duration, true))
{
fadeContainer.FadeOut(fade_duration);
breakArrows.Hide(fade_duration);
}
}
}
}
private void bindProcessor(ScoreProcessor processor)
{
info.AccuracyDisplay.Current.BindTo(processor.Accuracy);
info.GradeDisplay.Current.BindTo(processor.Rank);
}
}
}