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osu-lazer/osu.Game/Screens/Play/ReplayPlayer.cs
2021-06-01 14:19:23 +09:00

84 lines
2.6 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 System;
using System.Collections.Generic;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Input.Bindings;
using osu.Game.Input.Bindings;
using osu.Game.Rulesets.Mods;
using osu.Game.Scoring;
using osu.Game.Screens.Ranking;
namespace osu.Game.Screens.Play
{
public class ReplayPlayer : Player, IKeyBindingHandler<GlobalAction>
{
protected Score Score { get; private set; }
private readonly Func<GameplayBeatmap, IReadOnlyList<Mod>, Score> createScore;
// Disallow replays from failing. (see https://github.com/ppy/osu/issues/6108)
protected override bool CheckModsAllowFailure() => false;
public ReplayPlayer(Score score, PlayerConfiguration configuration = null)
: this((_, __) => score, configuration)
{
}
public ReplayPlayer(Func<GameplayBeatmap, IReadOnlyList<Mod>, Score> createScore, PlayerConfiguration configuration = null)
: base(configuration)
{
this.createScore = createScore;
}
[BackgroundDependencyLoader]
private void load()
{
if (!LoadedBeatmapSuccessfully) return;
Score = createScore(GameplayBeatmap, Mods.Value);
}
protected override void PrepareReplay()
{
DrawableRuleset?.SetReplayScore(Score);
}
protected override Score CreateScore()
{
var baseScore = base.CreateScore();
// Since the replay score doesn't contain statistics, we'll pass them through here.
Score.ScoreInfo.HitEvents = baseScore.ScoreInfo.HitEvents;
return Score;
}
// Don't re-import replay scores as they're already present in the database.
protected override Task ImportScore(Score score) => Task.CompletedTask;
protected override ResultsScreen CreateResults(ScoreInfo score) => new SoloResultsScreen(score, false);
public bool OnPressed(GlobalAction action)
{
switch (action)
{
case GlobalAction.TogglePauseReplay:
if (GameplayClockContainer.IsPaused.Value)
GameplayClockContainer.Start();
else
GameplayClockContainer.Stop();
return true;
}
return false;
}
public void OnReleased(GlobalAction action)
{
}
}
}