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163 lines
5.9 KiB
C#
163 lines
5.9 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 osu.Framework.Allocation;
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using osu.Framework.Audio;
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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.Game.Beatmaps;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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{
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/// <summary>
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/// Provides an area for and manages the hierarchy of a spectated player within a <see cref="MultiSpectatorScreen"/>.
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/// </summary>
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public partial class PlayerArea : CompositeDrawable
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{
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/// <summary>
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/// Raised after <see cref="Player.StartGameplay"/> is called on <see cref="Player"/>.
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/// </summary>
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public event Action? OnGameplayStarted;
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/// <summary>
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/// Whether a <see cref="Player"/> is loaded in the area.
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/// </summary>
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public bool PlayerLoaded => (stack?.CurrentScreen as Player)?.IsLoaded == true;
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/// <summary>
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/// The user id this <see cref="PlayerArea"/> corresponds to.
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/// </summary>
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public readonly int UserId;
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/// <summary>
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/// The <see cref="Spectate.SpectatorPlayerClock"/> used to control the gameplay running state of a loaded <see cref="Player"/>.
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/// </summary>
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public readonly SpectatorPlayerClock SpectatorPlayerClock;
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/// <summary>
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/// The clock adjustments applied by the <see cref="Player"/> loaded in this area.
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/// </summary>
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public IAggregateAudioAdjustment ClockAdjustmentsFromMods => clockAdjustmentsFromMods;
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/// <summary>
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/// The currently-loaded score.
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/// </summary>
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public Score? Score { get; private set; }
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[Resolved]
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private IBindable<WorkingBeatmap> beatmap { get; set; } = null!;
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private readonly AudioAdjustments clockAdjustmentsFromMods = new AudioAdjustments();
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private readonly BindableDouble volumeAdjustment = new BindableDouble();
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private readonly Container gameplayContent;
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private readonly LoadingLayer loadingLayer;
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private OsuScreenStack? stack;
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public PlayerArea(int userId, SpectatorPlayerClock clock)
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{
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UserId = userId;
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SpectatorPlayerClock = clock;
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RelativeSizeAxes = Axes.Both;
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Masking = true;
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AudioContainer audioContainer;
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InternalChildren = new Drawable[]
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{
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audioContainer = new AudioContainer
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{
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RelativeSizeAxes = Axes.Both,
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Child = gameplayContent = new DrawSizePreservingFillContainer { RelativeSizeAxes = Axes.Both },
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},
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loadingLayer = new LoadingLayer(true) { State = { Value = Visibility.Visible } }
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};
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audioContainer.AddAdjustment(AdjustableProperty.Volume, volumeAdjustment);
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}
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public void LoadScore(Score score)
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{
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if (Score != null)
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throw new InvalidOperationException($"Cannot load a new score on a {nameof(PlayerArea)} that has an existing score.");
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Score = score;
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gameplayContent.Child = new PlayerIsolationContainer(beatmap.Value, Score.ScoreInfo.Ruleset, Score.ScoreInfo.Mods)
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{
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RelativeSizeAxes = Axes.Both,
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Child = stack = new OsuScreenStack
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{
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Name = nameof(PlayerArea),
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}
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};
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stack.Push(new MultiSpectatorPlayerLoader(Score, () =>
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{
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var player = new MultiSpectatorPlayer(Score, SpectatorPlayerClock);
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player.OnGameplayStarted += () => OnGameplayStarted?.Invoke();
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clockAdjustmentsFromMods.BindAdjustments(player.ClockAdjustmentsFromMods);
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return player;
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}));
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loadingLayer.Hide();
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}
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private bool mute = true;
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public bool Mute
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{
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get => mute;
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set
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{
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mute = value;
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volumeAdjustment.Value = value ? 0 : 1;
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}
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}
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// Player interferes with global input, so disable input for now.
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public override bool PropagatePositionalInputSubTree => false;
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public override bool PropagateNonPositionalInputSubTree => false;
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/// <summary>
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/// Isolates each player instance from the game-wide ruleset/beatmap/mods (to allow for different players having different settings).
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/// </summary>
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private partial class PlayerIsolationContainer : Container
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{
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[Cached]
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private readonly Bindable<RulesetInfo> ruleset = new Bindable<RulesetInfo>();
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[Cached]
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private readonly Bindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
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[Cached]
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private readonly Bindable<IReadOnlyList<Mod>> mods = new Bindable<IReadOnlyList<Mod>>();
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public PlayerIsolationContainer(WorkingBeatmap beatmap, RulesetInfo ruleset, IReadOnlyList<Mod> mods)
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{
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this.beatmap.Value = beatmap;
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this.ruleset.Value = ruleset;
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this.mods.Value = mods;
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}
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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{
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var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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dependencies.CacheAs(ruleset.BeginLease(false));
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dependencies.CacheAs(beatmap.BeginLease(false));
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dependencies.CacheAs(mods.BeginLease(false));
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return dependencies;
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}
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}
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}
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}
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