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osu-lazer/osu.Game/Storyboards/Drawables/DrawableStoryboardVideo.cs
Bartłomiej Dach 641e651bf2
Fix DrawableStoryboardVideo attempting to unmap path once too much
The `StoryboardResourceLookupStore` cached at storyboard level is
supposed to already be handling that; no need for local logic anymore.
2023-09-19 20:18:33 +02:00

65 lines
1.9 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 osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Textures;
using osu.Framework.Graphics.Video;
using osu.Game.Beatmaps;
namespace osu.Game.Storyboards.Drawables
{
public partial class DrawableStoryboardVideo : CompositeDrawable
{
public readonly StoryboardVideo Video;
private Video? drawableVideo;
public override bool RemoveWhenNotAlive => false;
public DrawableStoryboardVideo(StoryboardVideo video)
{
Video = video;
RelativeSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader(true)]
private void load(IBindable<WorkingBeatmap> beatmap, TextureStore textureStore)
{
var stream = textureStore.GetStream(Video.Path);
if (stream == null)
return;
InternalChild = drawableVideo = new Video(stream, false)
{
RelativeSizeAxes = Axes.Both,
FillMode = FillMode.Fill,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Alpha = 0,
};
}
protected override void LoadComplete()
{
base.LoadComplete();
if (drawableVideo == null) return;
using (drawableVideo.BeginAbsoluteSequence(Video.StartTime))
{
Schedule(() => drawableVideo.PlaybackPosition = Time.Current - Video.StartTime);
drawableVideo.FadeIn(500);
using (drawableVideo.BeginDelayedSequence(drawableVideo.Duration - 500))
drawableVideo.FadeOut(500);
}
}
}
}