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mirror of https://github.com/ppy/osu.git synced 2024-11-15 15:17:44 +08:00
osu-lazer/osu.Game/Screens/Edit/GameplayTest/EditorPlayer.cs
Bartłomiej Dach a3ea36d2b2
Fix formatting
2024-06-28 09:45:45 +02:00

155 lines
5.6 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.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Overlays;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Screens.Play;
using osu.Game.Users;
namespace osu.Game.Screens.Edit.GameplayTest
{
public partial class EditorPlayer : Player
{
private readonly Editor editor;
private readonly EditorState editorState;
protected override UserActivity InitialActivity => new UserActivity.TestingBeatmap(Beatmap.Value.BeatmapInfo);
[Resolved]
private MusicController musicController { get; set; } = null!;
public EditorPlayer(Editor editor)
: base(new PlayerConfiguration { ShowResults = false })
{
this.editor = editor;
editorState = editor.GetState();
}
protected override GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart)
{
var masterGameplayClockContainer = new MasterGameplayClockContainer(beatmap, gameplayStart);
// Only reset the time to the current point if the editor is later than the normal start time (and the first object).
// This allows more sane test playing from the start of the beatmap (ie. correctly adding lead-in time).
if (editorState.Time > gameplayStart && editorState.Time > DrawableRuleset.Objects.FirstOrDefault()?.StartTime)
masterGameplayClockContainer.Reset(editorState.Time);
return masterGameplayClockContainer;
}
protected override void LoadComplete()
{
base.LoadComplete();
markPreviousObjectsHit();
markVisibleDrawableObjectsHit();
ScoreProcessor.HasCompleted.BindValueChanged(completed =>
{
if (completed.NewValue)
{
Scheduler.AddDelayed(() =>
{
if (this.IsCurrentScreen())
this.Exit();
}, RESULTS_DISPLAY_DELAY);
}
});
}
private void markPreviousObjectsHit()
{
foreach (var hitObject in enumerateHitObjects(DrawableRuleset.Objects, editorState.Time))
{
var judgement = hitObject.Judgement;
var result = new JudgementResult(hitObject, judgement) { Type = judgement.MaxResult };
HealthProcessor.ApplyResult(result);
ScoreProcessor.ApplyResult(result);
}
static IEnumerable<HitObject> enumerateHitObjects(IEnumerable<HitObject> hitObjects, double cutoffTime)
{
foreach (var hitObject in hitObjects)
{
foreach (var nested in enumerateHitObjects(hitObject.NestedHitObjects, cutoffTime))
{
if (nested.GetEndTime() < cutoffTime)
yield return nested;
}
if (hitObject.GetEndTime() < cutoffTime)
yield return hitObject;
}
}
}
private void markVisibleDrawableObjectsHit()
{
if (!DrawableRuleset.Playfield.IsLoaded)
{
Schedule(markVisibleDrawableObjectsHit);
return;
}
foreach (var drawableObjectEntry in enumerateDrawableEntries(
DrawableRuleset.Playfield.AllHitObjects
.Select(ho => ho.Entry)
.Where(e => e != null)
.Cast<HitObjectLifetimeEntry>(), editorState.Time))
{
drawableObjectEntry.Result = new JudgementResult(drawableObjectEntry.HitObject, drawableObjectEntry.HitObject.Judgement)
{
Type = drawableObjectEntry.HitObject.Judgement.MaxResult
};
}
static IEnumerable<HitObjectLifetimeEntry> enumerateDrawableEntries(IEnumerable<HitObjectLifetimeEntry> entries, double cutoffTime)
{
foreach (var entry in entries)
{
foreach (var nested in enumerateDrawableEntries(entry.NestedEntries, cutoffTime))
{
if (nested.HitObject.GetEndTime() < cutoffTime)
yield return nested;
}
if (entry.HitObject.GetEndTime() < cutoffTime)
yield return entry;
}
}
}
protected override void PrepareReplay()
{
// don't record replays.
}
protected override bool CheckModsAllowFailure() => false; // never fail.
public override void OnEntering(ScreenTransitionEvent e)
{
base.OnEntering(e);
// finish alpha transforms on entering to avoid gameplay starting in a half-hidden state.
// the finish calls are purposefully not propagated to children to avoid messing up their state.
FinishTransforms();
GameplayClockContainer.FinishTransforms(false, nameof(Alpha));
}
public override bool OnExiting(ScreenExitEvent e)
{
musicController.Stop();
editor.RestoreState(editorState);
return base.OnExiting(e);
}
}
}