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67ca7e4135
Closes https://github.com/ppy/osu/issues/6842. This is a rather barebones implementation, just to get this in place somehow at least. The logic is simple - 50% health or above shows pass layer, anything below shows fail layer. This does not match stable logic all across the board because I have no idea how to package that. Stable defines "passing" in like fifty ways: - in mania it's >80% HP (bb57924c15/osu
!/GameModes/Play/Rulesets/Mania/RulesetMania.cs#L333-L336) - in taiko it's >80% *accuracy* (bb57924c15/osu
!/GameModes/Play/Rulesets/Taiko/RulesetTaiko.cs#L486-L492) - there's also the part where "geki additions" will unconditionally set passing state (bb57924c15/osu
!/GameModes/Play/Player.cs#L3561-L3564) - and also the part where at the end of the map, the final passing state is determined by checking whether the user passed more sections than failed (bb57924c15/osu
!/GameModes/Play/Player.cs#L3320) The biggest issues of these are probably the first two, and they can *probably* be fixed, but would require a new member on `Ruleset` and I'm not sure how to make one look, so I'm not doing that at this time pending collection of ideas on how to do that.
176 lines
6.1 KiB
C#
176 lines
6.1 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 System.IO;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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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.Framework.Graphics.Textures;
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using osu.Framework.IO.Stores;
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using osu.Framework.Platform;
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using osu.Game.Database;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Screens.Play;
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using osuTK;
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namespace osu.Game.Storyboards.Drawables
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{
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public partial class DrawableStoryboard : Container<DrawableStoryboardLayer>
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{
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[Cached(typeof(Storyboard))]
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public Storyboard Storyboard { get; }
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/// <summary>
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/// Whether the storyboard is considered finished.
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/// </summary>
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public IBindable<bool> HasStoryboardEnded => hasStoryboardEnded;
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private readonly BindableBool hasStoryboardEnded = new BindableBool(true);
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protected override Container<DrawableStoryboardLayer> Content { get; }
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protected override Vector2 DrawScale => new Vector2(Parent!.DrawHeight / 480);
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public override bool RemoveCompletedTransforms => false;
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private double? lastEventEndTime;
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[Cached(typeof(IReadOnlyList<Mod>))]
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public IReadOnlyList<Mod> Mods { get; }
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[Resolved]
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private GameHost host { get; set; } = null!;
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[Resolved]
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private RealmAccess realm { get; set; } = null!;
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private DependencyContainer dependencies = null!;
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private BindableNumber<double> health = null!;
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private readonly BindableBool passing = new BindableBool(true);
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) =>
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dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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public DrawableStoryboard(Storyboard storyboard, IReadOnlyList<Mod>? mods = null)
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{
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Storyboard = storyboard;
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Mods = mods ?? Array.Empty<Mod>();
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Size = new Vector2(640, 480);
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bool onlyHasVideoElements = Storyboard.Layers.SelectMany(l => l.Elements).All(e => e is StoryboardVideo);
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Width = Height * (storyboard.BeatmapInfo.WidescreenStoryboard || onlyHasVideoElements ? 16 / 9f : 4 / 3f);
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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AddInternal(Content = new Container<DrawableStoryboardLayer>
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{
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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});
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}
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[BackgroundDependencyLoader]
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private void load(IGameplayClock? clock, CancellationToken? cancellationToken, GameplayState? gameplayState)
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{
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if (clock != null)
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Clock = clock;
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dependencies.CacheAs(typeof(TextureStore),
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new TextureStore(host.Renderer, host.CreateTextureLoaderStore(
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CreateResourceLookupStore()
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), false, scaleAdjust: 1));
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foreach (var layer in Storyboard.Layers)
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{
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cancellationToken?.ThrowIfCancellationRequested();
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Add(layer.CreateDrawable());
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}
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lastEventEndTime = Storyboard.LatestEventTime;
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health = gameplayState?.HealthProcessor.Health.GetBoundCopy() ?? new BindableDouble(1);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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health.BindValueChanged(val => passing.Value = val.NewValue >= 0.5, true);
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passing.BindValueChanged(_ => updateLayerVisibility(), true);
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}
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protected virtual IResourceStore<byte[]> CreateResourceLookupStore() => new StoryboardResourceLookupStore(Storyboard, realm, host);
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protected override void Update()
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{
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base.Update();
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hasStoryboardEnded.Value = lastEventEndTime == null || Time.Current >= lastEventEndTime;
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}
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public DrawableStoryboardLayer OverlayLayer => Children.Single(layer => layer.Name == "Overlay");
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private void updateLayerVisibility()
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{
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foreach (var layer in Children)
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layer.Enabled = passing.Value ? layer.Layer.VisibleWhenPassing : layer.Layer.VisibleWhenFailing;
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}
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private class StoryboardResourceLookupStore : IResourceStore<byte[]>
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{
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private readonly IResourceStore<byte[]> realmFileStore;
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private readonly Storyboard storyboard;
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public StoryboardResourceLookupStore(Storyboard storyboard, RealmAccess realm, GameHost host)
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{
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realmFileStore = new RealmFileStore(realm, host.Storage).Store;
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this.storyboard = storyboard;
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}
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public void Dispose() =>
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realmFileStore.Dispose();
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public byte[] Get(string name)
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{
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string? storagePath = storyboard.GetStoragePathFromStoryboardPath(name);
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return string.IsNullOrEmpty(storagePath)
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? null!
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: realmFileStore.Get(storagePath);
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}
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public Task<byte[]> GetAsync(string name, CancellationToken cancellationToken = new CancellationToken())
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{
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string? storagePath = storyboard.GetStoragePathFromStoryboardPath(name);
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return string.IsNullOrEmpty(storagePath)
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? Task.FromResult<byte[]>(null!)
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: realmFileStore.GetAsync(storagePath, cancellationToken);
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}
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public Stream? GetStream(string name)
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{
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string? storagePath = storyboard.GetStoragePathFromStoryboardPath(name);
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return string.IsNullOrEmpty(storagePath)
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? null
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: realmFileStore.GetStream(storagePath);
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}
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public IEnumerable<string> GetAvailableResources() =>
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realmFileStore.GetAvailableResources();
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}
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}
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}
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