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539 lines
19 KiB
C#
539 lines
19 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.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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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.Input.Events;
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using osu.Framework.Logging;
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using osu.Framework.Screens;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Graphics.Containers;
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using osu.Game.Online.API;
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using osu.Game.Overlays;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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using osu.Game.Scoring;
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using osu.Game.Screens.Ranking;
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using osu.Game.Skinning;
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using osu.Game.Users;
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namespace osu.Game.Screens.Play
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{
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public class Player : ScreenWithBeatmapBackground
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{
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public override bool AllowBackButton => false; // handled by HoldForMenuButton
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protected override UserActivity InitialActivity => new UserActivity.SoloGame(Beatmap.Value.BeatmapInfo, Ruleset.Value);
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public override float BackgroundParallaxAmount => 0.1f;
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public override bool HideOverlaysOnEnter => true;
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public override OverlayActivation InitialOverlayActivationMode => OverlayActivation.UserTriggered;
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/// <summary>
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/// Whether gameplay should pause when the game window focus is lost.
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/// </summary>
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protected virtual bool PauseOnFocusLost => true;
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public Action RestartRequested;
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public bool HasFailed { get; private set; }
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private Bindable<bool> mouseWheelDisabled;
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private readonly Bindable<bool> storyboardReplacesBackground = new Bindable<bool>();
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public int RestartCount;
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[Resolved]
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private ScoreManager scoreManager { get; set; }
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private RulesetInfo rulesetInfo;
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private Ruleset ruleset;
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private IAPIProvider api;
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private SampleChannel sampleRestart;
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private BreakOverlay breakOverlay;
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protected ScoreProcessor ScoreProcessor { get; private set; }
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protected DrawableRuleset DrawableRuleset { get; private set; }
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protected HUDOverlay HUDOverlay { get; private set; }
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public bool LoadedBeatmapSuccessfully => DrawableRuleset?.Objects.Any() == true;
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protected GameplayClockContainer GameplayClockContainer { get; private set; }
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protected DimmableStoryboard DimmableStoryboard { get; private set; }
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protected DimmableVideo DimmableVideo { get; private set; }
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[Cached]
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[Cached(Type = typeof(IBindable<IReadOnlyList<Mod>>))]
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protected new readonly Bindable<IReadOnlyList<Mod>> Mods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
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private readonly bool allowPause;
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private readonly bool showResults;
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/// <summary>
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/// Create a new player instance.
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/// </summary>
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/// <param name="allowPause">Whether pausing should be allowed. If not allowed, attempting to pause will quit.</param>
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/// <param name="showResults">Whether results screen should be pushed on completion.</param>
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public Player(bool allowPause = true, bool showResults = true)
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{
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this.allowPause = allowPause;
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this.showResults = showResults;
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}
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[BackgroundDependencyLoader]
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private void load(AudioManager audio, IAPIProvider api, OsuConfigManager config)
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{
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this.api = api;
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Mods.Value = base.Mods.Value.Select(m => m.CreateCopy()).ToArray();
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WorkingBeatmap working = loadBeatmap();
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if (working == null)
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return;
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sampleRestart = audio.Samples.Get(@"Gameplay/restart");
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mouseWheelDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableWheel);
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ScoreProcessor = DrawableRuleset.CreateScoreProcessor();
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ScoreProcessor.Mods.BindTo(Mods);
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if (!ScoreProcessor.Mode.Disabled)
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config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode);
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InternalChild = GameplayClockContainer = new GameplayClockContainer(working, Mods.Value, DrawableRuleset.GameplayStartTime);
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addUnderlayComponents(GameplayClockContainer);
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addGameplayComponents(GameplayClockContainer, working);
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addOverlayComponents(GameplayClockContainer, working);
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DrawableRuleset.HasReplayLoaded.BindValueChanged(e => HUDOverlay.HoldToQuit.PauseOnFocusLost = !e.NewValue && PauseOnFocusLost, true);
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// bind clock into components that require it
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DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused);
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// Bind ScoreProcessor to ourselves
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ScoreProcessor.AllJudged += onCompletion;
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ScoreProcessor.Failed += onFail;
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foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
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mod.ApplyToScoreProcessor(ScoreProcessor);
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}
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private void addUnderlayComponents(Container target)
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{
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target.Add(DimmableVideo = new DimmableVideo(Beatmap.Value.Video) { RelativeSizeAxes = Axes.Both });
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target.Add(DimmableStoryboard = new DimmableStoryboard(Beatmap.Value.Storyboard) { RelativeSizeAxes = Axes.Both });
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}
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private void addGameplayComponents(Container target, WorkingBeatmap working)
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{
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var beatmapSkinProvider = new BeatmapSkinProvidingContainer(working.Skin);
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// the beatmapSkinProvider is used as the fallback source here to allow the ruleset-specific skin implementation
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// full access to all skin sources.
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var rulesetSkinProvider = new SkinProvidingContainer(ruleset.CreateLegacySkinProvider(beatmapSkinProvider));
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// load the skinning hierarchy first.
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// this is intentionally done in two stages to ensure things are in a loaded state before exposing the ruleset to skin sources.
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target.Add(new ScalingContainer(ScalingMode.Gameplay)
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.WithChild(beatmapSkinProvider
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.WithChild(target = rulesetSkinProvider)));
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target.AddRange(new Drawable[]
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{
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DrawableRuleset,
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new ComboEffects(ScoreProcessor)
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});
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}
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private void addOverlayComponents(Container target, WorkingBeatmap working)
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{
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target.AddRange(new[]
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{
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breakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor)
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Breaks = working.Beatmap.Breaks
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},
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// display the cursor above some HUD elements.
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DrawableRuleset.Cursor?.CreateProxy() ?? new Container(),
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DrawableRuleset.ResumeOverlay?.CreateProxy() ?? new Container(),
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HUDOverlay = new HUDOverlay(ScoreProcessor, DrawableRuleset, Mods.Value)
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{
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HoldToQuit =
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{
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Action = performUserRequestedExit,
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IsPaused = { BindTarget = GameplayClockContainer.IsPaused }
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},
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PlayerSettingsOverlay = { PlaybackSettings = { UserPlaybackRate = { BindTarget = GameplayClockContainer.UserPlaybackRate } } },
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KeyCounter = { Visible = { BindTarget = DrawableRuleset.HasReplayLoaded } },
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RequestSeek = GameplayClockContainer.Seek,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre
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},
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new SkipOverlay(DrawableRuleset.GameplayStartTime)
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{
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RequestSeek = GameplayClockContainer.Seek
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},
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FailOverlay = new FailOverlay
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{
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OnRetry = Restart,
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OnQuit = performUserRequestedExit,
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},
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PauseOverlay = new PauseOverlay
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{
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OnResume = Resume,
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Retries = RestartCount,
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OnRetry = Restart,
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OnQuit = performUserRequestedExit,
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},
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new HotkeyRetryOverlay
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{
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Action = () =>
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{
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if (!this.IsCurrentScreen()) return;
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fadeOut(true);
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Restart();
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},
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},
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new HotkeyExitOverlay
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{
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Action = () =>
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{
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if (!this.IsCurrentScreen()) return;
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fadeOut(true);
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performImmediateExit();
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},
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},
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failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, }
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});
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}
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private WorkingBeatmap loadBeatmap()
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{
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WorkingBeatmap working = Beatmap.Value;
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if (working is DummyWorkingBeatmap)
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return null;
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try
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{
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var beatmap = working.Beatmap;
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if (beatmap == null)
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throw new InvalidOperationException("Beatmap was not loaded");
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rulesetInfo = Ruleset.Value ?? beatmap.BeatmapInfo.Ruleset;
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ruleset = rulesetInfo.CreateInstance();
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try
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{
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DrawableRuleset = ruleset.CreateDrawableRulesetWith(working, Mods.Value);
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}
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catch (BeatmapInvalidForRulesetException)
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{
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// we may fail to create a DrawableRuleset if the beatmap cannot be loaded with the user's preferred ruleset
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// let's try again forcing the beatmap's ruleset.
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rulesetInfo = beatmap.BeatmapInfo.Ruleset;
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ruleset = rulesetInfo.CreateInstance();
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DrawableRuleset = ruleset.CreateDrawableRulesetWith(Beatmap.Value, Mods.Value);
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}
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if (!DrawableRuleset.Objects.Any())
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{
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Logger.Log("Beatmap contains no hit objects!", level: LogLevel.Error);
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return null;
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}
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}
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catch (Exception e)
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{
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Logger.Error(e, "Could not load beatmap sucessfully!");
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//couldn't load, hard abort!
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return null;
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}
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return working;
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}
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private void performImmediateExit()
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{
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// if a restart has been requested, cancel any pending completion (user has shown intent to restart).
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completionProgressDelegate?.Cancel();
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ValidForResume = false;
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performUserRequestedExit();
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}
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private void performUserRequestedExit()
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{
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if (!this.IsCurrentScreen()) return;
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this.Exit();
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}
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public void Restart()
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{
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if (!this.IsCurrentScreen()) return;
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sampleRestart?.Play();
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RestartRequested?.Invoke();
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performImmediateExit();
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}
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private ScheduledDelegate completionProgressDelegate;
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private void onCompletion()
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{
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// Only show the completion screen if the player hasn't failed
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if (ScoreProcessor.HasFailed || completionProgressDelegate != null)
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return;
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ValidForResume = false;
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if (!showResults) return;
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using (BeginDelayedSequence(1000))
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{
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completionProgressDelegate = Schedule(delegate
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{
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if (!this.IsCurrentScreen()) return;
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var score = CreateScore();
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if (DrawableRuleset.ReplayScore == null)
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scoreManager.Import(score).Wait();
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this.Push(CreateResults(score));
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});
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}
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}
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protected virtual ScoreInfo CreateScore()
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{
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var score = DrawableRuleset.ReplayScore?.ScoreInfo ?? new ScoreInfo
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{
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Beatmap = Beatmap.Value.BeatmapInfo,
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Ruleset = rulesetInfo,
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Mods = Mods.Value.ToArray(),
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User = api.LocalUser.Value,
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};
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ScoreProcessor.PopulateScore(score);
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return score;
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}
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protected override bool OnScroll(ScrollEvent e) => mouseWheelDisabled.Value && !GameplayClockContainer.IsPaused.Value;
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protected virtual Results CreateResults(ScoreInfo score) => new SoloResults(score);
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#region Fail Logic
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protected FailOverlay FailOverlay { get; private set; }
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private FailAnimation failAnimation;
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private bool onFail()
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{
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if (Mods.Value.OfType<IApplicableFailOverride>().Any(m => !m.AllowFail))
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return false;
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HasFailed = true;
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// There is a chance that we could be in a paused state as the ruleset's internal clock (see FrameStabilityContainer)
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// could process an extra frame after the GameplayClock is stopped.
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// In such cases we want the fail state to precede a user triggered pause.
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if (PauseOverlay.State.Value == Visibility.Visible)
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PauseOverlay.Hide();
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failAnimation.Start();
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return true;
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}
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// Called back when the transform finishes
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private void onFailComplete()
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{
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GameplayClockContainer.Stop();
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FailOverlay.Retries = RestartCount;
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FailOverlay.Show();
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}
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#endregion
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#region Pause Logic
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public bool IsResuming { get; private set; }
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/// <summary>
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/// The amount of gameplay time after which a second pause is allowed.
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/// </summary>
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private const double pause_cooldown = 1000;
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protected PauseOverlay PauseOverlay { get; private set; }
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private double? lastPauseActionTime;
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private bool canPause =>
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// must pass basic screen conditions (beatmap loaded, instance allows pause)
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LoadedBeatmapSuccessfully && allowPause && ValidForResume
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// replays cannot be paused and exit immediately
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&& !DrawableRuleset.HasReplayLoaded.Value
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// cannot pause if we are already in a fail state
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&& !HasFailed
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// cannot pause if already paused (or in a cooldown state) unless we are in a resuming state.
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&& (IsResuming || (GameplayClockContainer.IsPaused.Value == false && !pauseCooldownActive));
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private bool pauseCooldownActive =>
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lastPauseActionTime.HasValue && GameplayClockContainer.GameplayClock.CurrentTime < lastPauseActionTime + pause_cooldown;
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private bool canResume =>
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// cannot resume from a non-paused state
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GameplayClockContainer.IsPaused.Value
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// cannot resume if we are already in a fail state
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&& !HasFailed
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// already resuming
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&& !IsResuming;
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public void Pause()
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{
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if (!canPause) return;
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IsResuming = false;
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GameplayClockContainer.Stop();
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PauseOverlay.Show();
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lastPauseActionTime = GameplayClockContainer.GameplayClock.CurrentTime;
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}
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public void Resume()
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{
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if (!canResume) return;
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IsResuming = true;
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PauseOverlay.Hide();
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// breaks and time-based conditions may allow instant resume.
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if (breakOverlay.IsBreakTime.Value || GameplayClockContainer.GameplayClock.CurrentTime < Beatmap.Value.Beatmap.HitObjects.First().StartTime)
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completeResume();
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else
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DrawableRuleset.RequestResume(completeResume);
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void completeResume()
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{
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GameplayClockContainer.Start();
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IsResuming = false;
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}
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}
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#endregion
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#region Screen Logic
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public override void OnEntering(IScreen last)
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{
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base.OnEntering(last);
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if (!LoadedBeatmapSuccessfully)
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return;
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Alpha = 0;
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this
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.ScaleTo(0.7f)
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.ScaleTo(1, 750, Easing.OutQuint)
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.Delay(250)
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.FadeIn(250);
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Background.EnableUserDim.Value = true;
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Background.BlurAmount.Value = 0;
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Background.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
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DimmableStoryboard.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
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storyboardReplacesBackground.Value = Beatmap.Value.Storyboard.ReplacesBackground && Beatmap.Value.Storyboard.HasDrawable;
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GameplayClockContainer.Restart();
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GameplayClockContainer.FadeInFromZero(750, Easing.OutQuint);
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foreach (var mod in Mods.Value.OfType<IApplicableToHUD>())
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mod.ApplyToHUD(HUDOverlay);
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}
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public override void OnSuspending(IScreen next)
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{
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fadeOut();
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base.OnSuspending(next);
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}
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public override bool OnExiting(IScreen next)
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{
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if (completionProgressDelegate != null && !completionProgressDelegate.Cancelled && !completionProgressDelegate.Completed)
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{
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// proceed to result screen if beatmap already finished playing
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completionProgressDelegate.RunTask();
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return true;
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}
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if (canPause)
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{
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Pause();
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return true;
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}
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// ValidForResume is false when restarting
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if (ValidForResume)
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{
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if (pauseCooldownActive && !GameplayClockContainer.IsPaused.Value)
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// still want to block if we are within the cooldown period and not already paused.
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return true;
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if (HasFailed && !FailOverlay.IsPresent)
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{
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failAnimation.FinishTransforms(true);
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return true;
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}
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}
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GameplayClockContainer.ResetLocalAdjustments();
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fadeOut();
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return base.OnExiting(next);
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}
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private void fadeOut(bool instant = false)
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{
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float fadeOutDuration = instant ? 0 : 250;
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this.FadeOut(fadeOutDuration);
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Background.EnableUserDim.Value = false;
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storyboardReplacesBackground.Value = false;
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}
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#endregion
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}
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}
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