mirror of
https://github.com/ppy/osu.git
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2b06dacd0e
Should better allow for adjusting in the future, as well.
161 lines
5.1 KiB
C#
161 lines
5.1 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Threading;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Backgrounds;
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using osu.Game.Online.API;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Screens.OnlinePlay.Components;
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using osuTK;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
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{
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public class MultiplayerReadyButton : MultiplayerRoomComposite
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{
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public Action OnReadyClick
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{
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set => button.Action = value;
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}
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[Resolved]
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private IAPIProvider api { get; set; }
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[Resolved]
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private OsuColour colours { get; set; }
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[Resolved]
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private OngoingOperationTracker ongoingOperationTracker { get; set; }
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private IBindable<bool> operationInProgress;
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private Sample sampleReady;
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private Sample sampleReadyAll;
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private Sample sampleUnready;
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private readonly ButtonWithTrianglesExposed button;
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private int countReady;
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private ScheduledDelegate readySampleDelegate;
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public MultiplayerReadyButton()
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{
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InternalChild = button = new ButtonWithTrianglesExposed
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{
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RelativeSizeAxes = Axes.Both,
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Size = Vector2.One,
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Enabled = { Value = true },
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};
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}
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[BackgroundDependencyLoader]
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private void load(AudioManager audio)
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{
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operationInProgress = ongoingOperationTracker.InProgress.GetBoundCopy();
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operationInProgress.BindValueChanged(_ => updateState());
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sampleReady = audio.Samples.Get(@"Multiplayer/player-ready");
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sampleReadyAll = audio.Samples.Get(@"Multiplayer/player-ready-all");
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sampleUnready = audio.Samples.Get(@"Multiplayer/player-unready");
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}
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protected override void OnRoomUpdated()
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{
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base.OnRoomUpdated();
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updateState();
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}
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private void updateState()
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{
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var localUser = Client.LocalUser;
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int newCountReady = Room?.Users.Count(u => u.State == MultiplayerUserState.Ready) ?? 0;
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int newCountTotal = Room?.Users.Count(u => u.State != MultiplayerUserState.Spectating) ?? 0;
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switch (localUser?.State)
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{
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default:
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button.Text = "Ready";
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updateButtonColour(true);
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break;
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case MultiplayerUserState.Spectating:
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case MultiplayerUserState.Ready:
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string countText = $"({newCountReady} / {newCountTotal} ready)";
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if (Room?.Host?.Equals(localUser) == true)
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{
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button.Text = $"Start match {countText}";
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updateButtonColour(true);
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}
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else
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{
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button.Text = $"Waiting for host... {countText}";
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updateButtonColour(false);
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}
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break;
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}
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bool enableButton = Room?.State == MultiplayerRoomState.Open && !operationInProgress.Value;
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// When the local user is the host and spectating the match, the "start match" state should be enabled if any users are ready.
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if (localUser?.State == MultiplayerUserState.Spectating)
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enableButton &= Room?.Host?.Equals(localUser) == true && newCountReady > 0;
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button.Enabled.Value = enableButton;
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if (newCountReady == countReady)
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return;
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readySampleDelegate?.Cancel();
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readySampleDelegate = Schedule(() =>
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{
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if (newCountReady > countReady)
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{
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if (newCountReady == newCountTotal)
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sampleReadyAll?.Play();
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else
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sampleReady?.Play();
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}
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else if (newCountReady < countReady)
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{
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sampleUnready?.Play();
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}
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countReady = newCountReady;
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});
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}
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private void updateButtonColour(bool green)
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{
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if (green)
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{
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button.BackgroundColour = colours.Green;
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button.Triangles.ColourDark = colours.Green;
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button.Triangles.ColourLight = colours.GreenLight;
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}
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else
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{
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button.BackgroundColour = colours.YellowDark;
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button.Triangles.ColourDark = colours.YellowDark;
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button.Triangles.ColourLight = colours.Yellow;
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}
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}
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private class ButtonWithTrianglesExposed : ReadyButton
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{
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public new Triangles Triangles => base.Triangles;
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}
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}
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}
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