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osu-lazer/osu.Game/Graphics/Containers/BeatSyncedContainer.cs
2017-05-24 01:44:47 +09:00

68 lines
2.6 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Allocation;
using osu.Framework.Audio.Track;
using osu.Framework.Configuration;
using osu.Framework.Graphics.Containers;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
namespace osu.Game.Graphics.Containers
{
public class BeatSyncedContainer : Container
{
protected readonly Bindable<WorkingBeatmap> Beatmap = new Bindable<WorkingBeatmap>();
private int lastBeat;
private TimingControlPoint lastTimingPoint;
/// <summary>
/// The amount of time before a beat we should fire <see cref="OnNewBeat(int, TimingControlPoint, EffectControlPoint, TrackAmplitudes)"/>.
/// This allows for adding easing to animations that may be synchronised to the beat.
/// </summary>
protected double EarlyActivationMilliseconds;
protected override void Update()
{
if (Beatmap.Value?.Track == null)
return;
double currentTrackTime = Beatmap.Value.Track.CurrentTime + EarlyActivationMilliseconds;
TimingControlPoint timingPoint = Beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(currentTrackTime);
EffectControlPoint effectPoint = Beatmap.Value.Beatmap.ControlPointInfo.EffectPointAt(currentTrackTime);
if (timingPoint.BeatLength == 0)
return;
int beatIndex = (int)((currentTrackTime - timingPoint.Time) / timingPoint.BeatLength);
// The beats before the start of the first control point are off by 1, this should do the trick
if (currentTrackTime < timingPoint.Time)
beatIndex--;
if (timingPoint == lastTimingPoint && beatIndex == lastBeat)
return;
double offsetFromBeat = (timingPoint.Time - currentTrackTime) % timingPoint.BeatLength;
using (BeginDelayedSequence(offsetFromBeat, true))
OnNewBeat(beatIndex, timingPoint, effectPoint, Beatmap.Value.Track.CurrentAmplitudes);
lastBeat = beatIndex;
lastTimingPoint = timingPoint;
}
[BackgroundDependencyLoader]
private void load(OsuGameBase game)
{
Beatmap.BindTo(game.Beatmap);
}
protected virtual void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
{
}
}
}