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osu-lazer/osu.Game/Screens/Play/Player.cs
2017-01-27 21:08:36 +09:00

190 lines
5.7 KiB
C#

//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Track;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
using osu.Framework.Input;
using osu.Framework.Platform;
using osu.Framework.Timing;
using osu.Game.Database;
using osu.Game.Modes;
using osu.Game.Modes.Objects.Drawables;
using osu.Game.Screens.Backgrounds;
using OpenTK.Input;
using MouseState = osu.Framework.Input.MouseState;
using OpenTK;
using osu.Framework.GameModes;
using osu.Game.Modes.UI;
using osu.Game.Screens.Ranking;
using osu.Game.Configuration;
using osu.Framework.Configuration;
using System;
using osu.Game.Graphics.UserInterface;
using OpenTK.Graphics;
namespace osu.Game.Screens.Play
{
public class Player : OsuGameMode
{
public bool Autoplay;
protected override BackgroundMode CreateBackground() => new BackgroundModeBeatmap(Beatmap);
internal override bool ShowOverlays => false;
public BeatmapInfo BeatmapInfo;
public PlayMode PreferredPlayMode;
private IAdjustableClock sourceClock;
private Ruleset ruleset;
private ScoreProcessor scoreProcessor;
private HitRenderer hitRenderer;
private Bindable<int> dimLevel;
[BackgroundDependencyLoader]
private void load(AudioManager audio, BeatmapDatabase beatmaps, OsuGameBase game, OsuConfigManager config)
{
dimLevel = config.GetBindable<int>(OsuConfig.DimLevel);
try
{
if (Beatmap == null)
Beatmap = beatmaps.GetWorkingBeatmap(BeatmapInfo);
}
catch
{
//couldn't load, hard abort!
Exit();
return;
}
AudioTrack track = Beatmap.Track;
if (track != null)
{
audio.Track.SetExclusive(track);
sourceClock = track;
}
sourceClock = (IAdjustableClock)track ?? new StopwatchClock();
Schedule(() =>
{
sourceClock.Reset();
});
var beatmap = Beatmap.Beatmap;
if (beatmap.BeatmapInfo?.Mode > PlayMode.Osu)
{
//we only support osu! mode for now because the hitobject parsing is crappy and needs a refactor.
Exit();
return;
}
PlayMode usablePlayMode = beatmap.BeatmapInfo?.Mode > PlayMode.Osu ? beatmap.BeatmapInfo.Mode : PreferredPlayMode;
ruleset = Ruleset.GetRuleset(usablePlayMode);
var scoreOverlay = ruleset.CreateScoreOverlay();
scoreOverlay.BindProcessor(scoreProcessor = ruleset.CreateScoreProcessor(beatmap.HitObjects.Count));
hitRenderer = ruleset.CreateHitRendererWith(beatmap.HitObjects);
//bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
hitRenderer.OnJudgement += scoreProcessor.AddJudgement;
hitRenderer.OnAllJudged += onPass;
//bind ScoreProcessor to ourselves (for a fail situation)
scoreProcessor.Failed += onFail;
if (Autoplay)
hitRenderer.Schedule(() => hitRenderer.DrawableObjects.ForEach(h => h.State = ArmedState.Hit));
Children = new Drawable[]
{
new PlayerInputManager(game.Host)
{
Clock = new InterpolatingFramedClock(sourceClock),
PassThrough = false,
Children = new Drawable[]
{
hitRenderer,
}
},
scoreOverlay,
//new SkipButton(sourceClock, beatmap.HitObjects.First().StartTime)
};
}
protected override void LoadComplete()
{
base.LoadComplete();
Delay(250, true);
Content.FadeIn(250);
Delay(500, true);
Schedule(() =>
{
sourceClock.Start();
});
}
private void onPass()
{
Delay(1000);
Schedule(delegate
{
ValidForResume = false;
Push(new Results
{
Score = scoreProcessor.GetScore()
});
});
}
private void onFail()
{
Content.FadeColour(Color4.Red, 500);
sourceClock.Stop();
Delay(500);
Schedule(delegate
{
ValidForResume = false;
Push(new FailDialog());
});
}
protected override void OnEntering(GameMode last)
{
base.OnEntering(last);
(Background as BackgroundModeBeatmap)?.BlurTo(Vector2.Zero, 1000);
Background?.FadeTo((100f- dimLevel)/100, 1000);
Content.Alpha = 0;
dimLevel.ValueChanged += dimChanged;
}
protected override bool OnExiting(GameMode next)
{
dimLevel.ValueChanged -= dimChanged;
Background?.FadeTo(1f, 200);
return base.OnExiting(next);
}
private void dimChanged(object sender, EventArgs e)
{
Background?.FadeTo((100f - dimLevel) / 100, 800);
}
}
}