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osu-lazer/osu.Game/Screens/Play/BreakTracker.cs
Dean Herbert 6f1664f0a6
Add beat-synced animation to break overlay
I've been meaning to make the progress bar synchronise with the beat
rather than a continuous countdown, just to give the overlay a bit more
of a rhythmic feel.

Not completely happy with how this feels but I think it's a start?

I had to refactor how the break overlay works in the process. It no
longer creates transforms for all breaks ahead-of-time, which could be
argued as a better way of doing things. It's more dynamically able to
handle breaks now (maybe useful for the future, who knows).
2024-08-27 16:34:37 +09:00

71 lines
2.1 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.Collections.Generic;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Beatmaps.Timing;
using osu.Game.Rulesets.Scoring;
using osu.Game.Utils;
namespace osu.Game.Screens.Play
{
public partial class BreakTracker : Component
{
private readonly ScoreProcessor scoreProcessor;
private readonly double gameplayStartTime;
private PeriodTracker breaks = new PeriodTracker(Enumerable.Empty<Period>());
/// <summary>
/// Whether the gameplay is currently in a break.
/// </summary>
public IBindable<bool> IsBreakTime => isBreakTime;
private readonly BindableBool isBreakTime = new BindableBool(true);
public readonly Bindable<Period?> CurrentPeriod = new Bindable<Period?>();
public IReadOnlyList<BreakPeriod> Breaks
{
set
{
breaks = new PeriodTracker(value.Where(b => b.HasEffect)
.Select(b => new Period(b.StartTime, b.EndTime - BreakOverlay.BREAK_FADE_DURATION)));
if (IsLoaded)
updateBreakTime();
}
}
public BreakTracker(double gameplayStartTime, ScoreProcessor scoreProcessor)
{
this.gameplayStartTime = gameplayStartTime;
this.scoreProcessor = scoreProcessor;
}
protected override void Update()
{
base.Update();
updateBreakTime();
}
private void updateBreakTime()
{
double time = Clock.CurrentTime;
if (breaks.IsInAny(time, out var currentBreak))
{
CurrentPeriod.Value = currentBreak;
isBreakTime.Value = true;
}
else
{
CurrentPeriod.Value = null;
isBreakTime.Value = time < gameplayStartTime || scoreProcessor.HasCompleted.Value;
}
}
}
}