1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-27 14:33:01 +08:00
osu-lazer/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/PlayerArea.cs
2022-09-08 17:41:23 +09:00

163 lines
5.9 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 osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Beatmaps;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Scoring;
using osu.Game.Screens.Play;
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
{
/// <summary>
/// Provides an area for and manages the hierarchy of a spectated player within a <see cref="MultiSpectatorScreen"/>.
/// </summary>
public class PlayerArea : CompositeDrawable
{
/// <summary>
/// Raised after <see cref="Player.StartGameplay"/> is called on <see cref="Player"/>.
/// </summary>
public event Action? OnGameplayStarted;
/// <summary>
/// Whether a <see cref="Player"/> is loaded in the area.
/// </summary>
public bool PlayerLoaded => (stack?.CurrentScreen as Player)?.IsLoaded == true;
/// <summary>
/// The user id this <see cref="PlayerArea"/> corresponds to.
/// </summary>
public readonly int UserId;
/// <summary>
/// The <see cref="Spectate.SpectatorPlayerClock"/> used to control the gameplay running state of a loaded <see cref="Player"/>.
/// </summary>
public readonly SpectatorPlayerClock SpectatorPlayerClock;
/// <summary>
/// The clock adjustments applied by the <see cref="Player"/> loaded in this area.
/// </summary>
public IAggregateAudioAdjustment ClockAdjustmentsFromMods => clockAdjustmentsFromMods;
/// <summary>
/// The currently-loaded score.
/// </summary>
public Score? Score { get; private set; }
[Resolved]
private IBindable<WorkingBeatmap> beatmap { get; set; } = null!;
private readonly AudioAdjustments clockAdjustmentsFromMods = new AudioAdjustments();
private readonly BindableDouble volumeAdjustment = new BindableDouble();
private readonly Container gameplayContent;
private readonly LoadingLayer loadingLayer;
private OsuScreenStack? stack;
public PlayerArea(int userId, SpectatorPlayerClock clock)
{
UserId = userId;
SpectatorPlayerClock = clock;
RelativeSizeAxes = Axes.Both;
Masking = true;
AudioContainer audioContainer;
InternalChildren = new Drawable[]
{
audioContainer = new AudioContainer
{
RelativeSizeAxes = Axes.Both,
Child = gameplayContent = new DrawSizePreservingFillContainer { RelativeSizeAxes = Axes.Both },
},
loadingLayer = new LoadingLayer(true) { State = { Value = Visibility.Visible } }
};
audioContainer.AddAdjustment(AdjustableProperty.Volume, volumeAdjustment);
}
public void LoadScore(Score score)
{
if (Score != null)
throw new InvalidOperationException($"Cannot load a new score on a {nameof(PlayerArea)} that has an existing score.");
Score = score;
gameplayContent.Child = new PlayerIsolationContainer(beatmap.Value, Score.ScoreInfo.Ruleset, Score.ScoreInfo.Mods)
{
RelativeSizeAxes = Axes.Both,
Child = stack = new OsuScreenStack
{
Name = nameof(PlayerArea),
}
};
stack.Push(new MultiSpectatorPlayerLoader(Score, () =>
{
var player = new MultiSpectatorPlayer(Score, SpectatorPlayerClock);
player.OnGameplayStarted += () => OnGameplayStarted?.Invoke();
clockAdjustmentsFromMods.BindAdjustments(player.ClockAdjustmentsFromMods);
return player;
}));
loadingLayer.Hide();
}
private bool mute = true;
public bool Mute
{
get => mute;
set
{
mute = value;
volumeAdjustment.Value = value ? 0 : 1;
}
}
// Player interferes with global input, so disable input for now.
public override bool PropagatePositionalInputSubTree => false;
public override bool PropagateNonPositionalInputSubTree => false;
/// <summary>
/// Isolates each player instance from the game-wide ruleset/beatmap/mods (to allow for different players having different settings).
/// </summary>
private class PlayerIsolationContainer : Container
{
[Cached]
private readonly Bindable<RulesetInfo> ruleset = new Bindable<RulesetInfo>();
[Cached]
private readonly Bindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
[Cached]
private readonly Bindable<IReadOnlyList<Mod>> mods = new Bindable<IReadOnlyList<Mod>>();
public PlayerIsolationContainer(WorkingBeatmap beatmap, RulesetInfo ruleset, IReadOnlyList<Mod> mods)
{
this.beatmap.Value = beatmap;
this.ruleset.Value = ruleset;
this.mods.Value = mods;
}
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
{
var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
dependencies.CacheAs(ruleset.BeginLease(false));
dependencies.CacheAs(beatmap.BeginLease(false));
dependencies.CacheAs(mods.BeginLease(false));
return dependencies;
}
}
}
}