mirror of
https://github.com/ppy/osu.git
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248 lines
8.0 KiB
C#
248 lines
8.0 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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#nullable disable
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using System;
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using System.Linq;
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using JetBrains.Annotations;
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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.Localisation;
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using osu.Framework.Threading;
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using osu.Game.Graphics;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Screens.OnlinePlay.Components;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
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{
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public partial class MultiplayerReadyButton : ReadyButton
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{
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[Resolved]
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private MultiplayerClient multiplayerClient { get; set; }
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[Resolved]
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private OsuColour colours { get; set; }
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[CanBeNull]
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private MultiplayerRoom room => multiplayerClient.Room;
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private Sample countdownTickSample;
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private Sample countdownWarnSample;
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private Sample countdownWarnFinalSample;
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[BackgroundDependencyLoader]
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private void load(AudioManager audio)
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{
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countdownTickSample = audio.Samples.Get(@"Multiplayer/countdown-tick");
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countdownWarnSample = audio.Samples.Get(@"Multiplayer/countdown-warn");
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countdownWarnFinalSample = audio.Samples.Get(@"Multiplayer/countdown-warn-final");
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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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multiplayerClient.RoomUpdated += onRoomUpdated;
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onRoomUpdated();
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}
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private MultiplayerCountdown countdown;
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private double countdownChangeTime;
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private ScheduledDelegate countdownUpdateDelegate;
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private void onRoomUpdated() => Scheduler.AddOnce(() =>
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{
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MultiplayerCountdown newCountdown = room?.ActiveCountdowns.SingleOrDefault(c => c is MatchStartCountdown);
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if (newCountdown != countdown)
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{
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countdown = newCountdown;
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countdownChangeTime = Time.Current;
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}
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scheduleNextCountdownUpdate();
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updateButtonText();
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updateButtonColour();
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});
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private void scheduleNextCountdownUpdate()
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{
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countdownUpdateDelegate?.Cancel();
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if (countdown != null)
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{
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// The remaining time on a countdown may be at a fractional portion between two seconds.
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// We want to align certain audio/visual cues to the point at which integer seconds change.
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// To do so, we schedule to the next whole second. Note that scheduler invocation isn't
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// guaranteed to be accurate, so this may still occur slightly late, but even in such a case
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// the next invocation will be roughly correct.
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double timeToNextSecond = countdownTimeRemaining.TotalMilliseconds % 1000;
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countdownUpdateDelegate = Scheduler.AddDelayed(onCountdownTick, timeToNextSecond);
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}
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else
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{
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countdownUpdateDelegate?.Cancel();
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countdownUpdateDelegate = null;
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}
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void onCountdownTick()
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{
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updateButtonText();
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int secondsRemaining = (int)countdownTimeRemaining.TotalSeconds;
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playTickSound(secondsRemaining);
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if (secondsRemaining > 0)
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scheduleNextCountdownUpdate();
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}
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}
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private void playTickSound(int secondsRemaining)
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{
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if (secondsRemaining < 10) countdownTickSample?.Play();
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if (secondsRemaining <= 3)
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{
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if (secondsRemaining > 0)
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countdownWarnSample?.Play();
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else
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countdownWarnFinalSample?.Play();
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}
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}
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private void updateButtonText()
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{
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if (room == null)
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{
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Text = "Ready";
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return;
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}
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var localUser = multiplayerClient.LocalUser;
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int countReady = room.Users.Count(u => u.State == MultiplayerUserState.Ready);
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int countTotal = room.Users.Count(u => u.State != MultiplayerUserState.Spectating);
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string countText = $"({countReady} / {countTotal} ready)";
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if (countdown != null)
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{
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string countdownText = $"Starting in {countdownTimeRemaining:mm\\:ss}";
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switch (localUser?.State)
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{
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default:
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Text = $"Ready ({countdownText.ToLowerInvariant()})";
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break;
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case MultiplayerUserState.Spectating:
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case MultiplayerUserState.Ready:
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Text = $"{countdownText} {countText}";
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break;
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}
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}
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else
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{
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switch (localUser?.State)
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{
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case MultiplayerUserState.Spectating:
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case MultiplayerUserState.Ready:
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Text = multiplayerClient.IsHost
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? $"Start match {countText}"
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: $"Waiting for host... {countText}";
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break;
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default:
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// Show the abort button for the host as long as gameplay is in progress.
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if (multiplayerClient.IsHost && room.State != MultiplayerRoomState.Open)
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Text = "Abort the match";
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else
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Text = "Ready";
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break;
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}
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}
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}
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private TimeSpan countdownTimeRemaining
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{
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get
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{
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double timeElapsed = Time.Current - countdownChangeTime;
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TimeSpan remaining;
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if (timeElapsed > countdown.TimeRemaining.TotalMilliseconds)
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remaining = TimeSpan.Zero;
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else
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remaining = countdown.TimeRemaining - TimeSpan.FromMilliseconds(timeElapsed);
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return remaining;
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}
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}
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private void updateButtonColour()
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{
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if (room == null)
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{
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setGreen();
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return;
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}
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var localUser = multiplayerClient.LocalUser;
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switch (localUser?.State)
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{
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default:
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// Show the abort button for the host as long as gameplay is in progress.
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if (multiplayerClient.IsHost && room.State != MultiplayerRoomState.Open)
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setRed();
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else
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setGreen();
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break;
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case MultiplayerUserState.Spectating:
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case MultiplayerUserState.Ready:
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if (multiplayerClient.IsHost && !room.ActiveCountdowns.Any(c => c is MatchStartCountdown))
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setGreen();
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else
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setYellow();
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break;
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}
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void setYellow() => BackgroundColour = colours.YellowDark;
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void setGreen() => BackgroundColour = colours.Green;
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void setRed() => BackgroundColour = colours.Red;
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (multiplayerClient != null)
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multiplayerClient.RoomUpdated -= onRoomUpdated;
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}
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public override LocalisableString TooltipText
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{
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get
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{
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if (room?.ActiveCountdowns.Any(c => c is MatchStartCountdown) == true
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&& multiplayerClient.IsHost
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&& multiplayerClient.LocalUser?.State == MultiplayerUserState.Ready
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&& !room.Settings.AutoStartEnabled)
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{
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return "Cancel countdown";
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}
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return base.TooltipText;
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}
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}
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}
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}
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