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85 lines
3.0 KiB
C#
85 lines
3.0 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.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Overlays;
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using osu.Game.Screens.Play;
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using osu.Game.Users;
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namespace osu.Game.Screens.Edit.GameplayTest
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{
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public partial class EditorPlayer : Player
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{
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private readonly Editor editor;
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private readonly EditorState editorState;
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protected override UserActivity InitialActivity => new UserActivity.TestingBeatmap(Beatmap.Value.BeatmapInfo, Ruleset.Value);
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[Resolved]
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private MusicController musicController { get; set; } = null!;
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public EditorPlayer(Editor editor)
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: base(new PlayerConfiguration { ShowResults = false })
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{
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this.editor = editor;
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editorState = editor.GetState();
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}
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protected override GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart)
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{
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var masterGameplayClockContainer = new MasterGameplayClockContainer(beatmap, gameplayStart);
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// Only reset the time to the current point if the editor is later than the normal start time (and the first object).
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// This allows more sane test playing from the start of the beatmap (ie. correctly adding lead-in time).
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if (editorState.Time > gameplayStart && editorState.Time > DrawableRuleset.Objects.FirstOrDefault()?.StartTime)
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masterGameplayClockContainer.Reset(editorState.Time);
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return masterGameplayClockContainer;
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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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ScoreProcessor.HasCompleted.BindValueChanged(completed =>
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{
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if (completed.NewValue)
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{
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Scheduler.AddDelayed(() =>
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{
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if (this.IsCurrentScreen())
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this.Exit();
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}, RESULTS_DISPLAY_DELAY);
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}
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});
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}
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protected override void PrepareReplay()
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{
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// don't record replays.
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}
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protected override bool CheckModsAllowFailure() => false; // never fail.
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public override void OnEntering(ScreenTransitionEvent e)
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{
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base.OnEntering(e);
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// finish alpha transforms on entering to avoid gameplay starting in a half-hidden state.
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// the finish calls are purposefully not propagated to children to avoid messing up their state.
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FinishTransforms();
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GameplayClockContainer.FinishTransforms(false, nameof(Alpha));
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}
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public override bool OnExiting(ScreenExitEvent e)
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{
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musicController.Stop();
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editor.RestoreState(editorState);
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return base.OnExiting(e);
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}
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}
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}
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