mirror of
https://github.com/ppy/osu.git
synced 2024-11-18 22:02:54 +08:00
87 lines
3.3 KiB
C#
87 lines
3.3 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
|
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
|
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Audio.Track;
|
|
using osu.Framework.Configuration;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Beatmaps.ControlPoints;
|
|
|
|
namespace osu.Game.Graphics.Containers
|
|
{
|
|
public class BeatSyncedContainer : Container
|
|
{
|
|
protected readonly Bindable<WorkingBeatmap> Beatmap = new Bindable<WorkingBeatmap>();
|
|
|
|
private int lastBeat;
|
|
private TimingControlPoint lastTimingPoint;
|
|
|
|
/// <summary>
|
|
/// The amount of time before a beat we should fire <see cref="OnNewBeat(int, TimingControlPoint, EffectControlPoint, TrackAmplitudes)"/>.
|
|
/// This allows for adding easing to animations that may be synchronised to the beat.
|
|
/// </summary>
|
|
protected double EarlyActivationMilliseconds;
|
|
|
|
/// <summary>
|
|
/// The time in milliseconds until the next beat.
|
|
/// </summary>
|
|
public double TimeUntilNextBeat { get; private set; }
|
|
|
|
/// <summary>
|
|
/// The time in milliseconds since the last beat
|
|
/// </summary>
|
|
public double TimeSinceLastBeat { get; private set; }
|
|
|
|
protected override void Update()
|
|
{
|
|
if (!Beatmap.Value.TrackLoaded || !Beatmap.Value.BeatmapLoaded) return;
|
|
|
|
var track = Beatmap.Value.Track;
|
|
var beatmap = Beatmap.Value.Beatmap;
|
|
|
|
if (track == null || beatmap == null)
|
|
return;
|
|
|
|
double currentTrackTime = track.Length > 0 ? track.CurrentTime + EarlyActivationMilliseconds : Clock.CurrentTime;
|
|
|
|
TimingControlPoint timingPoint = beatmap.ControlPointInfo.TimingPointAt(currentTrackTime);
|
|
EffectControlPoint effectPoint = beatmap.ControlPointInfo.EffectPointAt(currentTrackTime);
|
|
|
|
if (timingPoint.BeatLength == 0)
|
|
return;
|
|
|
|
int beatIndex = (int)((currentTrackTime - timingPoint.Time) / timingPoint.BeatLength);
|
|
|
|
// The beats before the start of the first control point are off by 1, this should do the trick
|
|
if (currentTrackTime < timingPoint.Time)
|
|
beatIndex--;
|
|
|
|
TimeUntilNextBeat = (timingPoint.Time - currentTrackTime) % timingPoint.BeatLength;
|
|
if (TimeUntilNextBeat < 0)
|
|
TimeUntilNextBeat += timingPoint.BeatLength;
|
|
|
|
TimeSinceLastBeat = timingPoint.BeatLength - TimeUntilNextBeat;
|
|
|
|
if (timingPoint.Equals(lastTimingPoint) && beatIndex == lastBeat)
|
|
return;
|
|
|
|
using (BeginDelayedSequence(-TimeSinceLastBeat, true))
|
|
OnNewBeat(beatIndex, timingPoint, effectPoint, track.CurrentAmplitudes);
|
|
|
|
lastBeat = beatIndex;
|
|
lastTimingPoint = timingPoint;
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(OsuGameBase game)
|
|
{
|
|
Beatmap.BindTo(game.Beatmap);
|
|
}
|
|
|
|
protected virtual void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
|
|
{
|
|
}
|
|
}
|
|
}
|