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osu-lazer/osu.Game/Screens/OnlinePlay/Playlists/PlaylistsReadyButton.cs

108 lines
3.1 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.ComponentModel;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Localisation;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Online.Rooms;
using osu.Game.Rulesets.Mods;
using osu.Game.Screens.OnlinePlay.Components;
using osu.Game.Utils;
namespace osu.Game.Screens.OnlinePlay.Playlists
{
public partial class PlaylistsReadyButton : ReadyButton
{
[Resolved]
private IBindable<WorkingBeatmap> gameBeatmap { get; set; } = null!;
[Resolved]
private IBindable<IReadOnlyList<Mod>> mods { get; set; } = null!;
private readonly Room room;
public PlaylistsReadyButton(Room room)
{
this.room = room;
Text = "Start";
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
BackgroundColour = colours.Green;
}
private bool hasRemainingAttempts = true;
protected override void LoadComplete()
{
base.LoadComplete();
room.PropertyChanged += onRoomPropertyChanged;
updateRoomUserScore();
}
private void onRoomPropertyChanged(object? sender, PropertyChangedEventArgs e)
{
if (e.PropertyName == nameof(Room.UserScore))
updateRoomUserScore();
}
private void updateRoomUserScore()
{
if (room.MaxAttempts == null || room.UserScore == null)
return;
int remaining = room.MaxAttempts.Value - room.UserScore.PlaylistItemAttempts.Sum(a => a.Attempts);
hasRemainingAttempts = remaining > 0;
}
protected override void Update()
{
base.Update();
Enabled.Value = hasRemainingAttempts && enoughTimeLeft();
}
public override LocalisableString TooltipText
{
get
{
if (!enoughTimeLeft())
return "No time left!";
if (!hasRemainingAttempts)
return "Attempts exhausted!";
return base.TooltipText;
}
}
private bool enoughTimeLeft()
{
double rate = ModUtils.CalculateRateWithMods(mods.Value);
// We want to avoid users not being able to submit scores if they chose to not skip,
// so track length is chosen over playable length.
double trackLength = Math.Round(gameBeatmap.Value.Track.Length / rate);
// Additional 30 second delay added to account for load and/or submit time.
return room.EndDate != null && DateTimeOffset.UtcNow.AddSeconds(30).AddMilliseconds(trackLength) < room.EndDate;
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
room.PropertyChanged -= onRoomPropertyChanged;
}
}
}