Exemplo n.º 1
0
        private void load(AudioManager audio, BeatmapDatabase beatmaps, OsuGameBase game, OsuConfigManager config)
        {
            dimLevel = config.GetBindable <int>(OsuConfig.DimLevel);
            try
            {
                if (Beatmap == null)
                {
                    Beatmap = beatmaps.GetWorkingBeatmap(BeatmapInfo, withStoryboard: true);
                }

                if ((Beatmap?.Beatmap?.HitObjects.Count ?? 0) == 0)
                {
                    throw new Exception("No valid objects were found!");
                }
            }
            catch (Exception e)
            {
                Logger.Log($"Could not load this beatmap sucessfully ({e})!", LoggingTarget.Runtime, LogLevel.Error);

                //couldn't load, hard abort!
                Exit();
                return;
            }

            AudioTrack track = Beatmap.Track;

            if (track != null)
            {
                audio.Track.SetExclusive(track);
                sourceClock = track;
            }

            sourceClock = (IAdjustableClock)track ?? new StopwatchClock();

            Schedule(() =>
            {
                sourceClock.Reset();
            });

            var beatmap = Beatmap.Beatmap;

            if (beatmap.BeatmapInfo?.Mode > PlayMode.Osu)
            {
                //we only support osu! mode for now because the hitobject parsing is crappy and needs a refactor.
                Exit();
                return;
            }

            PlayMode usablePlayMode = beatmap.BeatmapInfo?.Mode > PlayMode.Osu ? beatmap.BeatmapInfo.Mode : PreferredPlayMode;

            ruleset = Ruleset.GetRuleset(usablePlayMode);

            scoreOverlay = ruleset.CreateScoreOverlay();
            scoreOverlay.BindProcessor(scoreProcessor = ruleset.CreateScoreProcessor(beatmap.HitObjects.Count));

            pauseOverlay = new PauseOverlay
            {
                Depth    = -1,
                OnResume = delegate
                {
                    Delay(400);
                    Schedule(Resume);
                },
                OnRetry = Restart,
                OnQuit  = Exit
            };

            hitRenderer = ruleset.CreateHitRendererWith(beatmap);

            //bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
            hitRenderer.OnJudgement += scoreProcessor.AddJudgement;
            hitRenderer.OnAllJudged += onPass;

            //bind ScoreProcessor to ourselves (for a fail situation)
            scoreProcessor.Failed += onFail;

            if (Autoplay)
            {
                hitRenderer.Schedule(() => hitRenderer.DrawableObjects.ForEach(h => h.State = ArmedState.Hit));
            }

            Children = new Drawable[]
            {
                playerInputManager = new PlayerInputManager(game.Host)
                {
                    Clock       = new InterpolatingFramedClock(sourceClock),
                    PassThrough = false,
                    Children    = new Drawable[]
                    {
                        hitRenderer,
                        skipButton = new SkipButton {
                            Alpha = 0
                        },
                    }
                },
                scoreOverlay,
                pauseOverlay
            };
        }
Exemplo n.º 2
0
Arquivo: Player.cs Projeto: fystir/osu
        private void load(AudioManager audio, BeatmapDatabase beatmaps, OsuGameBase game)
        {
            try
            {
                if (Beatmap == null)
                {
                    Beatmap = beatmaps.GetWorkingBeatmap(BeatmapInfo);
                }
            }
            catch
            {
                //couldn't load, hard abort!
                Exit();
                return;
            }

            AudioTrack track = Beatmap.Track;

            if (track != null)
            {
                audio.Track.SetExclusive(track);
                sourceClock = track;
            }

            sourceClock = (IAdjustableClock)track ?? new StopwatchClock();
            Clock       = new InterpolatingFramedClock(sourceClock);

            Schedule(() =>
            {
                sourceClock.Reset();
                sourceClock.Start();
            });

            var beatmap = Beatmap.Beatmap;

            if (beatmap.BeatmapInfo?.Mode > PlayMode.Osu)
            {
                //we only support osu! mode for now because the hitobject parsing is crappy and needs a refactor.
                Exit();
                return;
            }

            PlayMode usablePlayMode = beatmap.BeatmapInfo?.Mode > PlayMode.Osu ? beatmap.BeatmapInfo.Mode : PreferredPlayMode;

            ruleset = Ruleset.GetRuleset(usablePlayMode);

            var scoreOverlay = ruleset.CreateScoreOverlay();

            scoreOverlay.BindProcessor(scoreProcessor = ruleset.CreateScoreProcessor());

            hitRenderer = ruleset.CreateHitRendererWith(beatmap.HitObjects);

            hitRenderer.OnJudgement += scoreProcessor.AddJudgement;
            hitRenderer.OnAllJudged += hitRenderer_OnAllJudged;

            if (Autoplay)
            {
                hitRenderer.Schedule(() => hitRenderer.DrawableObjects.ForEach(h => h.State = ArmedState.Hit));
            }

            Children = new Drawable[]
            {
                new PlayerInputManager(game.Host)
                {
                    PassThrough = false,
                    Children    = new Drawable[]
                    {
                        hitRenderer,
                    }
                },
                scoreOverlay,
            };
        }