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osu-lazer/osu.Game/Screens/OnlinePlay/Multiplayer/Match/MultiplayerReadyButton.cs
Dan Balasescu 6bfc7da671
Fix sample potentially playing at the wrong frequency
Co-authored-by: Dean Herbert <pe@ppy.sh>
2021-02-15 18:10:45 +09:00

147 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.Diagnostics;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Graphics;
using osu.Game.Graphics.Backgrounds;
using osu.Game.Online.API;
using osu.Game.Online.Multiplayer;
using osu.Game.Screens.OnlinePlay.Components;
using osuTK;
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
{
public class MultiplayerReadyButton : MultiplayerRoomComposite
{
public Action OnReadyClick
{
set => button.Action = value;
}
[Resolved]
private IAPIProvider api { get; set; }
[Resolved]
private OsuColour colours { get; set; }
[Resolved]
private OngoingOperationTracker ongoingOperationTracker { get; set; }
private IBindable<bool> operationInProgress;
private Sample sampleReadyCount;
private readonly ButtonWithTrianglesExposed button;
private int countReady;
public MultiplayerReadyButton()
{
InternalChild = button = new ButtonWithTrianglesExposed
{
RelativeSizeAxes = Axes.Both,
Size = Vector2.One,
Enabled = { Value = true },
};
}
[BackgroundDependencyLoader]
private void load(AudioManager audio)
{
sampleReadyCount = audio.Samples.Get(@"SongSelect/select-difficulty");
operationInProgress = ongoingOperationTracker.InProgress.GetBoundCopy();
operationInProgress.BindValueChanged(_ => updateState());
}
protected override void OnRoomUpdated()
{
base.OnRoomUpdated();
updateState();
}
private void updateState()
{
var localUser = Client.LocalUser;
if (localUser == null)
return;
Debug.Assert(Room != null);
int newCountReady = Room.Users.Count(u => u.State == MultiplayerUserState.Ready);
string countText = $"({newCountReady} / {Room.Users.Count} ready)";
switch (localUser.State)
{
case MultiplayerUserState.Idle:
button.Text = "Ready";
updateButtonColour(true);
break;
case MultiplayerUserState.Ready:
if (Room?.Host?.Equals(localUser) == true)
{
button.Text = $"Start match {countText}";
updateButtonColour(true);
}
else
{
button.Text = $"Waiting for host... {countText}";
updateButtonColour(false);
}
break;
}
button.Enabled.Value = Client.Room?.State == MultiplayerRoomState.Open && !operationInProgress.Value;
if (newCountReady != countReady)
{
countReady = newCountReady;
Scheduler.AddOnce(playSound);
}
}
private void playSound()
{
if (sampleReadyCount == null)
return;
var channel = sampleReadyCount.GetChannel();
channel.Frequency.Value = 0.77f + countReady * 0.06f;
channel.Play();
}
private void updateButtonColour(bool green)
{
if (green)
{
button.BackgroundColour = colours.Green;
button.Triangles.ColourDark = colours.Green;
button.Triangles.ColourLight = colours.GreenLight;
}
else
{
button.BackgroundColour = colours.YellowDark;
button.Triangles.ColourDark = colours.YellowDark;
button.Triangles.ColourLight = colours.Yellow;
}
}
private class ButtonWithTrianglesExposed : ReadyButton
{
public new Triangles Triangles => base.Triangles;
}
}
}