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https://github.com/ppy/osu.git
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798 lines
29 KiB
C#
798 lines
29 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.Collections.Generic;
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using System.IO;
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using System.Linq;
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using JetBrains.Annotations;
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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.Graphics.Containers;
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using osu.Framework.Input.Events;
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using osu.Framework.Logging;
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using osu.Framework.Screens;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Graphics.Containers;
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using osu.Game.IO.Archives;
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using osu.Game.Online.API;
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using osu.Game.Overlays;
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using osu.Game.Rulesets;
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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.Rulesets.UI;
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using osu.Game.Scoring;
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using osu.Game.Scoring.Legacy;
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using osu.Game.Screens.Ranking;
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using osu.Game.Skinning;
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using osu.Game.Users;
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namespace osu.Game.Screens.Play
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{
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[Cached]
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[Cached(typeof(ISamplePlaybackDisabler))]
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public class Player : ScreenWithBeatmapBackground, ISamplePlaybackDisabler
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{
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/// <summary>
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/// The delay upon completion of the beatmap before displaying the results screen.
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/// </summary>
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public const double RESULTS_DISPLAY_DELAY = 1000.0;
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public override bool AllowBackButton => false; // handled by HoldForMenuButton
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protected override UserActivity InitialActivity => new UserActivity.SoloGame(Beatmap.Value.BeatmapInfo, Ruleset.Value);
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public override float BackgroundParallaxAmount => 0.1f;
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public override bool HideOverlaysOnEnter => true;
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protected override OverlayActivation InitialOverlayActivationMode => OverlayActivation.UserTriggered;
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// We are managing our own adjustments (see OnEntering/OnExiting).
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public override bool AllowRateAdjustments => false;
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private readonly Bindable<bool> samplePlaybackDisabled = new Bindable<bool>();
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/// <summary>
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/// Whether gameplay should pause when the game window focus is lost.
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/// </summary>
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protected virtual bool PauseOnFocusLost => true;
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public Action RestartRequested;
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public bool HasFailed { get; private set; }
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private Bindable<bool> mouseWheelDisabled;
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private readonly Bindable<bool> storyboardReplacesBackground = new Bindable<bool>();
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protected readonly Bindable<bool> LocalUserPlaying = new Bindable<bool>();
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public int RestartCount;
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[Resolved]
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private ScoreManager scoreManager { get; set; }
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private RulesetInfo rulesetInfo;
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private Ruleset ruleset;
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[Resolved]
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private IAPIProvider api { get; set; }
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[Resolved]
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private MusicController musicController { get; set; }
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private SampleChannel sampleRestart;
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public BreakOverlay BreakOverlay;
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/// <summary>
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/// Whether the gameplay is currently in a break.
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/// </summary>
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public readonly IBindable<bool> IsBreakTime = new BindableBool();
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private BreakTracker breakTracker;
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private SkipOverlay skipOverlay;
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protected ScoreProcessor ScoreProcessor { get; private set; }
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protected HealthProcessor HealthProcessor { get; private set; }
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protected DrawableRuleset DrawableRuleset { get; private set; }
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protected HUDOverlay HUDOverlay { get; private set; }
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public bool LoadedBeatmapSuccessfully => DrawableRuleset?.Objects.Any() == true;
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protected GameplayClockContainer GameplayClockContainer { get; private set; }
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public DimmableStoryboard DimmableStoryboard { get; private set; }
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[Cached]
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[Cached(Type = typeof(IBindable<IReadOnlyList<Mod>>))]
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protected new readonly Bindable<IReadOnlyList<Mod>> Mods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
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/// <summary>
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/// Whether failing should be allowed.
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/// By default, this checks whether all selected mods allow failing.
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/// </summary>
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protected virtual bool CheckModsAllowFailure() => Mods.Value.OfType<IApplicableFailOverride>().All(m => m.PerformFail());
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private readonly bool allowPause;
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private readonly bool showResults;
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/// <summary>
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/// Create a new player instance.
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/// </summary>
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/// <param name="allowPause">Whether pausing should be allowed. If not allowed, attempting to pause will quit.</param>
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/// <param name="showResults">Whether results screen should be pushed on completion.</param>
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public Player(bool allowPause = true, bool showResults = true)
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{
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this.allowPause = allowPause;
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this.showResults = showResults;
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}
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private GameplayBeatmap gameplayBeatmap;
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private ScreenSuspensionHandler screenSuspension;
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private DependencyContainer dependencies;
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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=> dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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protected override void LoadComplete()
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{
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base.LoadComplete();
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// replays should never be recorded or played back when autoplay is enabled
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if (!Mods.Value.Any(m => m is ModAutoplay))
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PrepareReplay();
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}
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[CanBeNull]
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private Score recordingScore;
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/// <summary>
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/// Run any recording / playback setup for replays.
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/// </summary>
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protected virtual void PrepareReplay()
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{
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DrawableRuleset.SetRecordTarget(recordingScore = new Score());
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ScoreProcessor.NewJudgement += result => ScoreProcessor.PopulateScore(recordingScore.ScoreInfo);
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}
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[BackgroundDependencyLoader(true)]
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private void load(AudioManager audio, OsuConfigManager config, OsuGame game)
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{
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Mods.Value = base.Mods.Value.Select(m => m.CreateCopy()).ToArray();
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if (Beatmap.Value is DummyWorkingBeatmap)
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return;
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IBeatmap playableBeatmap = loadPlayableBeatmap();
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if (playableBeatmap == null)
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return;
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sampleRestart = audio.Samples.Get(@"Gameplay/restart");
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mouseWheelDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableWheel);
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if (game != null)
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LocalUserPlaying.BindTo(game.LocalUserPlaying);
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DrawableRuleset = ruleset.CreateDrawableRulesetWith(playableBeatmap, Mods.Value);
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ScoreProcessor = ruleset.CreateScoreProcessor();
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ScoreProcessor.ApplyBeatmap(playableBeatmap);
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ScoreProcessor.Mods.BindTo(Mods);
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HealthProcessor = ruleset.CreateHealthProcessor(playableBeatmap.HitObjects[0].StartTime);
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HealthProcessor.ApplyBeatmap(playableBeatmap);
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if (!ScoreProcessor.Mode.Disabled)
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config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode);
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InternalChild = GameplayClockContainer = CreateGameplayClockContainer(Beatmap.Value, DrawableRuleset.GameplayStartTime);
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AddInternal(gameplayBeatmap = new GameplayBeatmap(playableBeatmap));
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AddInternal(screenSuspension = new ScreenSuspensionHandler(GameplayClockContainer));
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dependencies.CacheAs(gameplayBeatmap);
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var beatmapSkinProvider = new BeatmapSkinProvidingContainer(Beatmap.Value.Skin);
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// the beatmapSkinProvider is used as the fallback source here to allow the ruleset-specific skin implementation
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// full access to all skin sources.
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var rulesetSkinProvider = new SkinProvidingContainer(ruleset.CreateLegacySkinProvider(beatmapSkinProvider, playableBeatmap));
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// load the skinning hierarchy first.
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// this is intentionally done in two stages to ensure things are in a loaded state before exposing the ruleset to skin sources.
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GameplayClockContainer.Add(beatmapSkinProvider.WithChild(rulesetSkinProvider));
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rulesetSkinProvider.AddRange(new[]
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{
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// underlay and gameplay should have access the to skinning sources.
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createUnderlayComponents(),
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createGameplayComponents(Beatmap.Value, playableBeatmap)
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});
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// also give the HUD a ruleset container to allow rulesets to potentially override HUD elements (used to disable combo counters etc.)
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// we may want to limit this in the future to disallow rulesets from outright replacing elements the user expects to be there.
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var hudRulesetContainer = new SkinProvidingContainer(ruleset.CreateLegacySkinProvider(beatmapSkinProvider, playableBeatmap));
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// add the overlay components as a separate step as they proxy some elements from the above underlay/gameplay components.
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GameplayClockContainer.Add(hudRulesetContainer.WithChild(createOverlayComponents(Beatmap.Value)));
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if (!DrawableRuleset.AllowGameplayOverlays)
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{
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HUDOverlay.ShowHud.Value = false;
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HUDOverlay.ShowHud.Disabled = true;
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BreakOverlay.Hide();
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skipOverlay.Hide();
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}
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DrawableRuleset.FrameStableClock.WaitingOnFrames.BindValueChanged(waiting =>
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{
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if (waiting.NewValue)
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GameplayClockContainer.Stop();
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else
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GameplayClockContainer.Start();
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});
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DrawableRuleset.IsPaused.BindValueChanged(paused =>
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{
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updateGameplayState();
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updateSampleDisabledState();
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});
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DrawableRuleset.FrameStableClock.IsCatchingUp.BindValueChanged(_ => updateSampleDisabledState());
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DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateGameplayState());
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DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true);
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// bind clock into components that require it
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DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused);
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DrawableRuleset.NewResult += r =>
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{
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HealthProcessor.ApplyResult(r);
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ScoreProcessor.ApplyResult(r);
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gameplayBeatmap.ApplyResult(r);
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};
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DrawableRuleset.RevertResult += r =>
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{
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HealthProcessor.RevertResult(r);
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ScoreProcessor.RevertResult(r);
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};
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// Bind the judgement processors to ourselves
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ScoreProcessor.HasCompleted.ValueChanged += updateCompletionState;
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HealthProcessor.Failed += onFail;
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foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
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mod.ApplyToScoreProcessor(ScoreProcessor);
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foreach (var mod in Mods.Value.OfType<IApplicableToHealthProcessor>())
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mod.ApplyToHealthProcessor(HealthProcessor);
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IsBreakTime.BindTo(breakTracker.IsBreakTime);
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IsBreakTime.BindValueChanged(onBreakTimeChanged, true);
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}
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protected virtual GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart) => new GameplayClockContainer(beatmap, gameplayStart);
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private Drawable createUnderlayComponents() =>
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DimmableStoryboard = new DimmableStoryboard(Beatmap.Value.Storyboard) { RelativeSizeAxes = Axes.Both };
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private Drawable createGameplayComponents(WorkingBeatmap working, IBeatmap playableBeatmap) => new ScalingContainer(ScalingMode.Gameplay)
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{
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Children = new Drawable[]
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{
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DrawableRuleset.With(r =>
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r.FrameStableComponents.Children = new Drawable[]
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{
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ScoreProcessor,
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HealthProcessor,
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new ComboEffects(ScoreProcessor),
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breakTracker = new BreakTracker(DrawableRuleset.GameplayStartTime, ScoreProcessor)
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{
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Breaks = working.Beatmap.Breaks
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}
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}),
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}
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};
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private Drawable createOverlayComponents(WorkingBeatmap working) => new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new[]
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{
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DimmableStoryboard.OverlayLayerContainer.CreateProxy(),
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BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor)
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{
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Clock = DrawableRuleset.FrameStableClock,
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ProcessCustomClock = false,
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Breaks = working.Beatmap.Breaks
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},
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// display the cursor above some HUD elements.
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DrawableRuleset.Cursor?.CreateProxy() ?? new Container(),
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DrawableRuleset.ResumeOverlay?.CreateProxy() ?? new Container(),
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HUDOverlay = new HUDOverlay(ScoreProcessor, HealthProcessor, DrawableRuleset, Mods.Value)
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{
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HoldToQuit =
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{
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Action = performUserRequestedExit,
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IsPaused = { BindTarget = GameplayClockContainer.IsPaused }
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},
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PlayerSettingsOverlay = { PlaybackSettings = { UserPlaybackRate = { BindTarget = GameplayClockContainer.UserPlaybackRate } } },
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KeyCounter =
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{
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AlwaysVisible = { BindTarget = DrawableRuleset.HasReplayLoaded },
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IsCounting = false
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},
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RequestSeek = time =>
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{
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GameplayClockContainer.Seek(time);
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GameplayClockContainer.Start();
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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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skipOverlay = new SkipOverlay(DrawableRuleset.GameplayStartTime)
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{
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RequestSkip = GameplayClockContainer.Skip
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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 = performUserRequestedExit,
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},
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PauseOverlay = new PauseOverlay
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{
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OnResume = Resume,
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Retries = RestartCount,
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OnRetry = Restart,
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OnQuit = performUserRequestedExit,
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},
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new HotkeyRetryOverlay
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{
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Action = () =>
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{
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if (!this.IsCurrentScreen()) return;
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fadeOut(true);
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Restart();
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},
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},
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new HotkeyExitOverlay
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{
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Action = () =>
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{
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if (!this.IsCurrentScreen()) return;
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fadeOut(true);
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performImmediateExit();
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},
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},
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failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, },
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}
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};
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private void onBreakTimeChanged(ValueChangedEvent<bool> isBreakTime)
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{
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updateGameplayState();
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updatePauseOnFocusLostState();
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HUDOverlay.KeyCounter.IsCounting = !isBreakTime.NewValue;
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}
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private void updateGameplayState()
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{
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bool inGameplay = !DrawableRuleset.HasReplayLoaded.Value && !DrawableRuleset.IsPaused.Value && !breakTracker.IsBreakTime.Value;
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OverlayActivationMode.Value = inGameplay ? OverlayActivation.Disabled : OverlayActivation.UserTriggered;
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LocalUserPlaying.Value = inGameplay;
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}
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private void updateSampleDisabledState()
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{
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samplePlaybackDisabled.Value = DrawableRuleset.FrameStableClock.IsCatchingUp.Value || GameplayClockContainer.GameplayClock.IsPaused.Value;
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}
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private void updatePauseOnFocusLostState() =>
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HUDOverlay.HoldToQuit.PauseOnFocusLost = PauseOnFocusLost
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&& !DrawableRuleset.HasReplayLoaded.Value
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&& !breakTracker.IsBreakTime.Value;
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private IBeatmap loadPlayableBeatmap()
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{
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IBeatmap playable;
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try
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{
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if (Beatmap.Value.Beatmap == null)
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throw new InvalidOperationException("Beatmap was not loaded");
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rulesetInfo = Ruleset.Value ?? Beatmap.Value.BeatmapInfo.Ruleset;
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ruleset = rulesetInfo.CreateInstance();
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try
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{
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playable = Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo, Mods.Value);
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}
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catch (BeatmapInvalidForRulesetException)
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{
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// A playable beatmap may not be creatable with the user's preferred ruleset, so try using the beatmap's default ruleset
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rulesetInfo = Beatmap.Value.BeatmapInfo.Ruleset;
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ruleset = rulesetInfo.CreateInstance();
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playable = Beatmap.Value.GetPlayableBeatmap(rulesetInfo, Mods.Value);
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}
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if (playable.HitObjects.Count == 0)
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{
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Logger.Log("Beatmap contains no hit objects!", level: LogLevel.Error);
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return null;
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}
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}
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catch (Exception e)
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{
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Logger.Error(e, "Could not load beatmap successfully!");
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//couldn't load, hard abort!
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return null;
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}
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return playable;
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}
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private void performImmediateExit()
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{
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// if a restart has been requested, cancel any pending completion (user has shown intent to restart).
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completionProgressDelegate?.Cancel();
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ValidForResume = false;
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performUserRequestedExit();
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}
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private void performUserRequestedExit()
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{
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if (!this.IsCurrentScreen()) return;
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if (ValidForResume && HasFailed && !FailOverlay.IsPresent)
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{
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failAnimation.FinishTransforms(true);
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return;
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}
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if (canPause)
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Pause();
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else
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this.Exit();
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}
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/// <summary>
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/// Restart gameplay via a parent <see cref="PlayerLoader"/>.
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/// <remarks>This can be called from a child screen in order to trigger the restart process.</remarks>
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/// </summary>
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public void Restart()
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{
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// at the point of restarting the track should either already be paused or the volume should be zero.
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// stopping here is to ensure music doesn't become audible after exiting back to PlayerLoader.
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musicController.Stop();
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sampleRestart?.Play();
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RestartRequested?.Invoke();
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if (this.IsCurrentScreen())
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performImmediateExit();
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else
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this.MakeCurrent();
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}
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private ScheduledDelegate completionProgressDelegate;
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private void updateCompletionState(ValueChangedEvent<bool> completionState)
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{
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// screen may be in the exiting transition phase.
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if (!this.IsCurrentScreen())
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return;
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if (!completionState.NewValue)
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{
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completionProgressDelegate?.Cancel();
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completionProgressDelegate = null;
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ValidForResume = true;
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return;
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}
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if (completionProgressDelegate != null)
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throw new InvalidOperationException($"{nameof(updateCompletionState)} was fired more than once");
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// Only show the completion screen if the player hasn't failed
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if (HealthProcessor.HasFailed)
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return;
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ValidForResume = false;
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if (!showResults) return;
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using (BeginDelayedSequence(RESULTS_DISPLAY_DELAY))
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completionProgressDelegate = Schedule(GotoRanking);
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}
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protected virtual ScoreInfo CreateScore()
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{
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var score = new ScoreInfo
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{
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Beatmap = Beatmap.Value.BeatmapInfo,
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|
Ruleset = rulesetInfo,
|
|
Mods = Mods.Value.ToArray(),
|
|
};
|
|
|
|
if (DrawableRuleset.ReplayScore != null)
|
|
score.User = DrawableRuleset.ReplayScore.ScoreInfo?.User ?? new GuestUser();
|
|
else
|
|
score.User = api.LocalUser.Value;
|
|
|
|
ScoreProcessor.PopulateScore(score);
|
|
|
|
return score;
|
|
}
|
|
|
|
protected override bool OnScroll(ScrollEvent e) => mouseWheelDisabled.Value && !GameplayClockContainer.IsPaused.Value;
|
|
|
|
protected virtual ResultsScreen CreateResults(ScoreInfo score) => new SoloResultsScreen(score, true);
|
|
|
|
#region Fail Logic
|
|
|
|
protected FailOverlay FailOverlay { get; private set; }
|
|
|
|
private FailAnimation failAnimation;
|
|
|
|
private bool onFail()
|
|
{
|
|
if (!CheckModsAllowFailure())
|
|
return false;
|
|
|
|
HasFailed = true;
|
|
|
|
// There is a chance that we could be in a paused state as the ruleset's internal clock (see FrameStabilityContainer)
|
|
// could process an extra frame after the GameplayClock is stopped.
|
|
// In such cases we want the fail state to precede a user triggered pause.
|
|
if (PauseOverlay.State.Value == Visibility.Visible)
|
|
PauseOverlay.Hide();
|
|
|
|
failAnimation.Start();
|
|
|
|
if (Mods.Value.OfType<IApplicableFailOverride>().Any(m => m.RestartOnFail))
|
|
Restart();
|
|
|
|
return true;
|
|
}
|
|
|
|
// Called back when the transform finishes
|
|
private void onFailComplete()
|
|
{
|
|
GameplayClockContainer.Stop();
|
|
|
|
FailOverlay.Retries = RestartCount;
|
|
FailOverlay.Show();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Pause Logic
|
|
|
|
public bool IsResuming { get; private set; }
|
|
|
|
/// <summary>
|
|
/// The amount of gameplay time after which a second pause is allowed.
|
|
/// </summary>
|
|
private const double pause_cooldown = 1000;
|
|
|
|
protected PauseOverlay PauseOverlay { get; private set; }
|
|
|
|
private double? lastPauseActionTime;
|
|
|
|
private bool canPause =>
|
|
// must pass basic screen conditions (beatmap loaded, instance allows pause)
|
|
LoadedBeatmapSuccessfully && allowPause && ValidForResume
|
|
// replays cannot be paused and exit immediately
|
|
&& !DrawableRuleset.HasReplayLoaded.Value
|
|
// cannot pause if we are already in a fail state
|
|
&& !HasFailed
|
|
// cannot pause if already paused (or in a cooldown state) unless we are in a resuming state.
|
|
&& (IsResuming || (GameplayClockContainer.IsPaused.Value == false && !pauseCooldownActive));
|
|
|
|
private bool pauseCooldownActive =>
|
|
lastPauseActionTime.HasValue && GameplayClockContainer.GameplayClock.CurrentTime < lastPauseActionTime + pause_cooldown;
|
|
|
|
private bool canResume =>
|
|
// cannot resume from a non-paused state
|
|
GameplayClockContainer.IsPaused.Value
|
|
// cannot resume if we are already in a fail state
|
|
&& !HasFailed
|
|
// already resuming
|
|
&& !IsResuming;
|
|
|
|
public void Pause()
|
|
{
|
|
if (!canPause) return;
|
|
|
|
if (IsResuming)
|
|
{
|
|
DrawableRuleset.CancelResume();
|
|
IsResuming = false;
|
|
}
|
|
|
|
GameplayClockContainer.Stop();
|
|
PauseOverlay.Show();
|
|
lastPauseActionTime = GameplayClockContainer.GameplayClock.CurrentTime;
|
|
}
|
|
|
|
public void Resume()
|
|
{
|
|
if (!canResume) return;
|
|
|
|
IsResuming = true;
|
|
PauseOverlay.Hide();
|
|
|
|
// breaks and time-based conditions may allow instant resume.
|
|
if (breakTracker.IsBreakTime.Value)
|
|
completeResume();
|
|
else
|
|
DrawableRuleset.RequestResume(completeResume);
|
|
|
|
void completeResume()
|
|
{
|
|
GameplayClockContainer.Start();
|
|
IsResuming = false;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Screen Logic
|
|
|
|
public override void OnEntering(IScreen last)
|
|
{
|
|
base.OnEntering(last);
|
|
|
|
if (!LoadedBeatmapSuccessfully)
|
|
return;
|
|
|
|
Alpha = 0;
|
|
this
|
|
.ScaleTo(0.7f)
|
|
.ScaleTo(1, 750, Easing.OutQuint)
|
|
.Delay(250)
|
|
.FadeIn(250);
|
|
|
|
Background.EnableUserDim.Value = true;
|
|
Background.BlurAmount.Value = 0;
|
|
|
|
// bind component bindables.
|
|
Background.IsBreakTime.BindTo(breakTracker.IsBreakTime);
|
|
HUDOverlay.IsBreakTime.BindTo(breakTracker.IsBreakTime);
|
|
DimmableStoryboard.IsBreakTime.BindTo(breakTracker.IsBreakTime);
|
|
|
|
Background.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
|
|
DimmableStoryboard.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
|
|
|
|
storyboardReplacesBackground.Value = Beatmap.Value.Storyboard.ReplacesBackground && Beatmap.Value.Storyboard.HasDrawable;
|
|
|
|
GameplayClockContainer.Restart();
|
|
GameplayClockContainer.FadeInFromZero(750, Easing.OutQuint);
|
|
|
|
foreach (var mod in Mods.Value.OfType<IApplicableToPlayer>())
|
|
mod.ApplyToPlayer(this);
|
|
|
|
foreach (var mod in Mods.Value.OfType<IApplicableToHUD>())
|
|
mod.ApplyToHUD(HUDOverlay);
|
|
|
|
// Our mods are local copies of the global mods so they need to be re-applied to the track.
|
|
// This is done through the music controller (for now), because resetting speed adjustments on the beatmap track also removes adjustments provided by DrawableTrack.
|
|
// Todo: In the future, player will receive in a track and will probably not have to worry about this...
|
|
musicController.ResetTrackAdjustments();
|
|
foreach (var mod in Mods.Value.OfType<IApplicableToTrack>())
|
|
mod.ApplyToTrack(musicController.CurrentTrack);
|
|
|
|
updateGameplayState();
|
|
}
|
|
|
|
public override void OnSuspending(IScreen next)
|
|
{
|
|
screenSuspension?.Expire();
|
|
|
|
fadeOut();
|
|
base.OnSuspending(next);
|
|
}
|
|
|
|
public override bool OnExiting(IScreen next)
|
|
{
|
|
screenSuspension?.Expire();
|
|
|
|
if (completionProgressDelegate != null && !completionProgressDelegate.Cancelled && !completionProgressDelegate.Completed)
|
|
{
|
|
// proceed to result screen if beatmap already finished playing
|
|
completionProgressDelegate.RunTask();
|
|
return true;
|
|
}
|
|
|
|
// ValidForResume is false when restarting
|
|
if (ValidForResume)
|
|
{
|
|
if (pauseCooldownActive && !GameplayClockContainer.IsPaused.Value)
|
|
// still want to block if we are within the cooldown period and not already paused.
|
|
return true;
|
|
}
|
|
|
|
// GameplayClockContainer performs seeks / start / stop operations on the beatmap's track.
|
|
// as we are no longer the current screen, we cannot guarantee the track is still usable.
|
|
GameplayClockContainer?.StopUsingBeatmapClock();
|
|
|
|
musicController.ResetTrackAdjustments();
|
|
|
|
fadeOut();
|
|
return base.OnExiting(next);
|
|
}
|
|
|
|
protected virtual void GotoRanking()
|
|
{
|
|
if (DrawableRuleset.ReplayScore != null)
|
|
{
|
|
// if a replay is present, we likely don't want to import into the local database.
|
|
this.Push(CreateResults(CreateScore()));
|
|
return;
|
|
}
|
|
|
|
LegacyByteArrayReader replayReader = null;
|
|
|
|
var score = new Score { ScoreInfo = CreateScore() };
|
|
|
|
if (recordingScore?.Replay.Frames.Count > 0)
|
|
{
|
|
score.Replay = recordingScore.Replay;
|
|
|
|
using (var stream = new MemoryStream())
|
|
{
|
|
new LegacyScoreEncoder(score, gameplayBeatmap.PlayableBeatmap).Encode(stream);
|
|
replayReader = new LegacyByteArrayReader(stream.ToArray(), "replay.osr");
|
|
}
|
|
}
|
|
|
|
scoreManager.Import(score.ScoreInfo, replayReader)
|
|
.ContinueWith(imported => Schedule(() =>
|
|
{
|
|
// screen may be in the exiting transition phase.
|
|
if (this.IsCurrentScreen())
|
|
this.Push(CreateResults(imported.Result));
|
|
}));
|
|
}
|
|
|
|
private void fadeOut(bool instant = false)
|
|
{
|
|
float fadeOutDuration = instant ? 0 : 250;
|
|
this.FadeOut(fadeOutDuration);
|
|
|
|
Background.EnableUserDim.Value = false;
|
|
storyboardReplacesBackground.Value = false;
|
|
}
|
|
|
|
#endregion
|
|
|
|
IBindable<bool> ISamplePlaybackDisabler.SamplePlaybackDisabled => samplePlaybackDisabled;
|
|
}
|
|
}
|