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165 lines
5.6 KiB
C#
165 lines
5.6 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.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Input.Bindings;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play.HUD;
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using osu.Game.Screens.Play.PlayerSettings;
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using osu.Game.Screens.Ranking;
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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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[Cached]
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public partial class ReplayPlayer : Player, IKeyBindingHandler<GlobalAction>
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{
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public const double BASE_SEEK_AMOUNT = 1000;
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private readonly Func<IBeatmap, IReadOnlyList<Mod>, Score> createScore;
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private readonly bool replayIsFailedScore;
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protected override UserActivity InitialActivity => new UserActivity.WatchingReplay(Score.ScoreInfo);
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// Disallow replays from failing. (see https://github.com/ppy/osu/issues/6108)
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protected override bool CheckModsAllowFailure()
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{
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if (!replayIsFailedScore && !GameplayState.Mods.OfType<ModAutoplay>().Any())
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return false;
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return base.CheckModsAllowFailure();
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}
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public ReplayPlayer(Score score, PlayerConfiguration configuration = null)
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: this((_, _) => score, configuration)
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{
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replayIsFailedScore = score.ScoreInfo.Rank == ScoreRank.F;
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}
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public ReplayPlayer(Func<IBeatmap, IReadOnlyList<Mod>, Score> createScore, PlayerConfiguration configuration = null)
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: base(configuration)
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{
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this.createScore = createScore;
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}
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/// <summary>
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/// Add a settings group to the HUD overlay. Intended to be used by rulesets to add replay-specific settings.
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/// </summary>
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/// <param name="settings">The settings group to be shown.</param>
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public void AddSettings(PlayerSettingsGroup settings) => Schedule(() =>
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{
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settings.Expanded.Value = false;
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HUDOverlay.PlayerSettingsOverlay.Add(settings);
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});
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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if (!LoadedBeatmapSuccessfully)
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return;
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var playbackSettings = new PlaybackSettings
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{
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Depth = float.MaxValue,
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Expanded = { BindTarget = config.GetBindable<bool>(OsuSetting.ReplayPlaybackControlsExpanded) }
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};
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if (GameplayClockContainer is MasterGameplayClockContainer master)
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playbackSettings.UserPlaybackRate.BindTo(master.UserPlaybackRate);
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HUDOverlay.PlayerSettingsOverlay.AddAtStart(playbackSettings);
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}
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protected override void PrepareReplay()
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{
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DrawableRuleset?.SetReplayScore(Score);
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}
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protected override Score CreateScore(IBeatmap beatmap) => createScore(beatmap, Mods.Value);
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// Don't re-import replay scores as they're already present in the database.
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protected override Task ImportScore(Score score) => Task.CompletedTask;
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public readonly BindableList<ScoreInfo> LeaderboardScores = new BindableList<ScoreInfo>();
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protected override GameplayLeaderboard CreateGameplayLeaderboard() =>
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new SoloGameplayLeaderboard(Score.ScoreInfo.User)
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{
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AlwaysVisible = { Value = true },
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Scores = { BindTarget = LeaderboardScores }
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};
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protected override ResultsScreen CreateResults(ScoreInfo score) => new SoloResultsScreen(score);
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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switch (e.Action)
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{
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case GlobalAction.StepReplayBackward:
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StepFrame(-1);
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return true;
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case GlobalAction.StepReplayForward:
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StepFrame(1);
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return true;
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case GlobalAction.SeekReplayBackward:
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SeekInDirection(-5);
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return true;
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case GlobalAction.SeekReplayForward:
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SeekInDirection(5);
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return true;
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case GlobalAction.TogglePauseReplay:
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if (GameplayClockContainer.IsPaused.Value)
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GameplayClockContainer.Start();
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else
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GameplayClockContainer.Stop();
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return true;
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}
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return false;
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}
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public void StepFrame(int direction)
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{
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GameplayClockContainer.Stop();
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var frames = GameplayState.Score.Replay.Frames;
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if (frames.Count == 0)
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return;
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GameplayClockContainer.Seek(direction < 0
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? (frames.LastOrDefault(f => f.Time < GameplayClockContainer.CurrentTime) ?? frames.First()).Time
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: (frames.FirstOrDefault(f => f.Time > GameplayClockContainer.CurrentTime) ?? frames.Last()).Time
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);
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}
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public void SeekInDirection(float amount)
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{
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double target = Math.Clamp(GameplayClockContainer.CurrentTime + amount * BASE_SEEK_AMOUNT, 0, GameplayState.Beatmap.GetLastObjectTime());
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Seek(target);
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}
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public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
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{
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}
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}
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}
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