mirror of
https://github.com/ppy/osu.git
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2e0218f388
Changes to OsuScoreProcessor were required to make sure that ticks and slider heads weren't ignored.
328 lines
11 KiB
C#
328 lines
11 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using OpenTK;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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using osu.Framework.Logging;
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using osu.Framework.Screens;
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using osu.Framework.Timing;
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using osu.Game.Configuration;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Backgrounds;
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using System;
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using System.Linq;
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using osu.Framework.Threading;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Ranking;
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using osu.Framework.Audio.Sample;
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using osu.Game.Beatmaps;
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using osu.Game.Online.API;
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namespace osu.Game.Screens.Play
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{
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public class Player : OsuScreen
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{
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protected override BackgroundScreen CreateBackground() => new BackgroundScreenBeatmap(Beatmap);
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internal override bool ShowOverlays => false;
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internal override bool HasLocalCursorDisplayed => !pauseContainer.IsPaused && !HasFailed && RulesetContainer.ProvidingUserCursor;
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public Action RestartRequested;
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internal override bool AllowBeatmapRulesetChange => false;
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public bool HasFailed { get; private set; }
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public int RestartCount;
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private IAdjustableClock adjustableSourceClock;
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private FramedOffsetClock offsetClock;
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private DecoupleableInterpolatingFramedClock decoupledClock;
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private PauseContainer pauseContainer;
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private RulesetInfo ruleset;
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private APIAccess api;
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private ScoreProcessor scoreProcessor;
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protected RulesetContainer RulesetContainer;
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#region User Settings
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private Bindable<double> dimLevel;
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private Bindable<bool> mouseWheelDisabled;
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private Bindable<double> userAudioOffset;
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private SampleChannel sampleRestart;
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#endregion
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private HUDOverlay hudOverlay;
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private FailOverlay failOverlay;
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private bool loadedSuccessfully => RulesetContainer?.Objects.Any() == true;
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[BackgroundDependencyLoader]
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private void load(AudioManager audio, OsuConfigManager config, APIAccess api)
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{
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this.api = api;
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dimLevel = config.GetBindable<double>(OsuSetting.DimLevel);
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mouseWheelDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableWheel);
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sampleRestart = audio.Sample.Get(@"Gameplay/restart");
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WorkingBeatmap working = Beatmap.Value;
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Beatmap beatmap;
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try
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{
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beatmap = working.Beatmap;
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if (beatmap == null)
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throw new InvalidOperationException("Beatmap was not loaded");
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ruleset = Ruleset.Value ?? beatmap.BeatmapInfo.Ruleset;
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var rulesetInstance = ruleset.CreateInstance();
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try
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{
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RulesetContainer = rulesetInstance.CreateRulesetContainerWith(working, ruleset.ID == beatmap.BeatmapInfo.Ruleset.ID);
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}
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catch (BeatmapInvalidForRulesetException)
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{
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// we may fail to create a RulesetContainer if the beatmap cannot be loaded with the user's preferred ruleset
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// let's try again forcing the beatmap's ruleset.
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ruleset = beatmap.BeatmapInfo.Ruleset;
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rulesetInstance = ruleset.CreateInstance();
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RulesetContainer = rulesetInstance.CreateRulesetContainerWith(Beatmap, true);
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}
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if (!RulesetContainer.Objects.Any())
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throw new InvalidOperationException("Beatmap contains no hit objects!");
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}
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catch (Exception e)
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{
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Logger.Log($"Could not load this beatmap sucessfully ({e})!", LoggingTarget.Runtime, LogLevel.Error);
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//couldn't load, hard abort!
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Exit();
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return;
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}
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adjustableSourceClock = (IAdjustableClock)working.Track ?? new StopwatchClock();
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decoupledClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
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var firstObjectTime = RulesetContainer.Objects.First().StartTime;
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decoupledClock.Seek(Math.Min(0, firstObjectTime - Math.Max(beatmap.ControlPointInfo.TimingPointAt(firstObjectTime).BeatLength * 4, beatmap.BeatmapInfo.AudioLeadIn)));
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decoupledClock.ProcessFrame();
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offsetClock = new FramedOffsetClock(decoupledClock);
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userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset);
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userAudioOffset.ValueChanged += v => offsetClock.Offset = v;
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userAudioOffset.TriggerChange();
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Schedule(() =>
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{
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adjustableSourceClock.Reset();
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foreach (var mod in working.Mods.Value.OfType<IApplicableToClock>())
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mod.ApplyToClock(adjustableSourceClock);
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decoupledClock.ChangeSource(adjustableSourceClock);
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});
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Children = new Drawable[]
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{
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pauseContainer = new PauseContainer
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{
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AudioClock = decoupledClock,
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FramedClock = offsetClock,
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OnRetry = Restart,
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OnQuit = Exit,
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CheckCanPause = () => ValidForResume && !HasFailed && !RulesetContainer.HasReplayLoaded,
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Retries = RestartCount,
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OnPause = () => {
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hudOverlay.KeyCounter.IsCounting = pauseContainer.IsPaused;
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},
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OnResume = () => {
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hudOverlay.KeyCounter.IsCounting = true;
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},
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Children = new Drawable[]
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{
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new SkipButton(firstObjectTime) { AudioClock = decoupledClock },
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Clock = offsetClock,
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Children = new Drawable[]
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{
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RulesetContainer,
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}
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},
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hudOverlay = new HUDOverlay
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre
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},
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}
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},
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failOverlay = new FailOverlay
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{
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OnRetry = Restart,
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OnQuit = Exit,
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},
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new HotkeyRetryOverlay
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{
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Action = () => {
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//we want to hide the hitrenderer immediately (looks better).
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//we may be able to remove this once the mouse cursor trail is improved.
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RulesetContainer?.Hide();
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Restart();
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},
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}
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};
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scoreProcessor = RulesetContainer.CreateScoreProcessor();
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hudOverlay.BindProcessor(scoreProcessor);
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hudOverlay.BindRulesetContainer(RulesetContainer);
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hudOverlay.Progress.Objects = RulesetContainer.Objects;
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hudOverlay.Progress.AudioClock = decoupledClock;
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hudOverlay.Progress.AllowSeeking = RulesetContainer.HasReplayLoaded;
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hudOverlay.Progress.OnSeek = pos => decoupledClock.Seek(pos);
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hudOverlay.ModDisplay.Current.BindTo(working.Mods);
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// Bind ScoreProcessor to ourselves
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scoreProcessor.AllJudged += onCompletion;
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scoreProcessor.Failed += onFail;
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}
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public void Restart()
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{
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sampleRestart?.Play();
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ValidForResume = false;
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RestartRequested?.Invoke();
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Exit();
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}
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private ScheduledDelegate onCompletionEvent;
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private void onCompletion()
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{
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// Only show the completion screen if the player hasn't failed
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if (scoreProcessor.HasFailed || onCompletionEvent != null)
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return;
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ValidForResume = false;
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using (BeginDelayedSequence(1000))
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{
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onCompletionEvent = Schedule(delegate
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{
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var score = new Score
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{
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Beatmap = Beatmap.Value.BeatmapInfo,
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Ruleset = ruleset
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};
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scoreProcessor.PopulateScore(score);
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score.User = RulesetContainer.Replay?.User ?? api.LocalUser.Value;
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Push(new Results(score));
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});
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}
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}
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private bool onFail()
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{
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if (Beatmap.Value.Mods.Value.Any(m => !m.AllowFail))
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return false;
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decoupledClock.Stop();
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HasFailed = true;
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failOverlay.Retries = RestartCount;
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failOverlay.Show();
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return true;
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}
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protected override void OnEntering(Screen last)
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{
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base.OnEntering(last);
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if (!loadedSuccessfully)
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return;
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(Background as BackgroundScreenBeatmap)?.BlurTo(Vector2.Zero, 1500, Easing.OutQuint);
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Background?.FadeTo(1 - (float)dimLevel, 1500, Easing.OutQuint);
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Content.Alpha = 0;
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dimLevel.ValueChanged += newDim => Background?.FadeTo(1 - (float)newDim, 800);
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Content
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.ScaleTo(0.7f)
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.ScaleTo(1, 750, Easing.OutQuint)
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.Delay(250)
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.FadeIn(250);
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this.Delay(750).Schedule(() =>
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{
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if (!pauseContainer.IsPaused)
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decoupledClock.Start();
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});
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pauseContainer.Alpha = 0;
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pauseContainer.FadeIn(750, Easing.OutQuint);
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}
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protected override void OnSuspending(Screen next)
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{
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fadeOut();
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base.OnSuspending(next);
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}
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protected override bool OnExiting(Screen next)
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{
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if (HasFailed || !ValidForResume || pauseContainer?.AllowExit != false || RulesetContainer?.HasReplayLoaded != false)
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{
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fadeOut();
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return base.OnExiting(next);
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}
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if (loadedSuccessfully)
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{
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pauseContainer.Pause();
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}
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return true;
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}
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private void fadeOut()
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{
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const float fade_out_duration = 250;
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RulesetContainer?.FadeOut(fade_out_duration);
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Content.FadeOut(fade_out_duration);
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hudOverlay?.ScaleTo(0.7f, fade_out_duration * 3, Easing.In);
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Background?.FadeTo(1f, fade_out_duration);
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}
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protected override bool OnWheel(InputState state) => mouseWheelDisabled.Value && !pauseContainer.IsPaused;
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}
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}
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