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osu-lazer/osu.Game/Graphics/Containers/BeatSyncedContainer.cs
2019-02-21 19:05:52 +09:00

87 lines
3.2 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.Audio.Track;
using osu.Framework.Bindables;
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 IBindable<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;
/// <summary>
/// The time in milliseconds until the next beat.
/// </summary>
public double TimeUntilNextBeat { get; private set; }
/// <summary>
/// The time in milliseconds since the last beat
/// </summary>
public double TimeSinceLastBeat { get; private set; }
protected override void Update()
{
if (!Beatmap.Value.TrackLoaded || !Beatmap.Value.BeatmapLoaded) return;
var track = Beatmap.Value.Track;
var beatmap = Beatmap.Value.Beatmap;
if (track == null || beatmap == null)
return;
double currentTrackTime = track.Length > 0 ? track.CurrentTime + EarlyActivationMilliseconds : Clock.CurrentTime;
TimingControlPoint timingPoint = beatmap.ControlPointInfo.TimingPointAt(currentTrackTime);
EffectControlPoint effectPoint = 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--;
TimeUntilNextBeat = (timingPoint.Time - currentTrackTime) % timingPoint.BeatLength;
if (TimeUntilNextBeat < 0)
TimeUntilNextBeat += timingPoint.BeatLength;
TimeSinceLastBeat = timingPoint.BeatLength - TimeUntilNextBeat;
if (timingPoint.Equals(lastTimingPoint) && beatIndex == lastBeat)
return;
using (BeginDelayedSequence(-TimeSinceLastBeat, true))
OnNewBeat(beatIndex, timingPoint, effectPoint, track.CurrentAmplitudes);
lastBeat = beatIndex;
lastTimingPoint = timingPoint;
}
[BackgroundDependencyLoader]
private void load(IBindable<WorkingBeatmap> beatmap)
{
Beatmap.BindTo(beatmap);
}
protected virtual void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
{
}
}
}