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osu-lazer/osu.Game/Screens/Play/HUD/SongProgress.cs
2022-07-28 08:01:38 +08:00

91 lines
3.0 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.
#nullable disable
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Containers;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.UI;
using osu.Game.Skinning;
namespace osu.Game.Screens.Play.HUD
{
public abstract class SongProgress : OverlayContainer, ISkinnableDrawable
{
public bool UsesFixedAnchor { get; set; }
[Resolved(canBeNull: true)]
private GameplayClock gameplayClock { get; set; }
[Resolved(canBeNull: true)]
private GameplayClockContainer gameplayClockContainer { get; set; }
[Resolved(canBeNull: true)]
private DrawableRuleset drawableRuleset { get; set; }
[Resolved(canBeNull: true)]
private IBindable<WorkingBeatmap> beatmap { get; set; }
private IClock referenceClock;
private IEnumerable<HitObject> objects;
public IEnumerable<HitObject> Objects
{
set => UpdateObjects(objects = value);
}
protected double FirstHitTime => objects.FirstOrDefault()?.StartTime ?? 0;
//TODO: this isn't always correct (consider mania where a non-last object may last for longer than the last in the list).
protected double LastHitTime => objects.LastOrDefault()?.GetEndTime() ?? 0;
protected double FirstEventTime { get; private set; }
protected abstract void UpdateProgress(double progress, double time, bool isIntro);
protected abstract void UpdateObjects(IEnumerable<HitObject> objects);
[BackgroundDependencyLoader]
private void load()
{
if (drawableRuleset != null)
{
Objects = drawableRuleset.Objects;
referenceClock = drawableRuleset.FrameStableClock;
}
if (beatmap != null)
{
FirstEventTime = beatmap.Value.Storyboard.EarliestEventTime ?? 0;
}
}
protected override void Update()
{
base.Update();
if (objects == null)
return;
double gameplayTime = gameplayClockContainer?.GameplayClock.CurrentTime ?? gameplayClock?.CurrentTime ?? Time.Current;
double frameStableTime = referenceClock?.CurrentTime ?? gameplayTime;
if (frameStableTime < FirstHitTime)
{
double earliest = Math.Min(FirstEventTime, gameplayClockContainer?.StartTime ?? 0);
UpdateProgress((frameStableTime - earliest) / (FirstHitTime - earliest), gameplayTime, true);
}
else
{
UpdateProgress((frameStableTime - FirstHitTime) / (LastHitTime - FirstHitTime), gameplayTime, false);
}
}
}
}