private void load(AudioManager audio, OsuConfigManager config) { Mods.Value = base.Mods.Value.Select(m => m.CreateCopy()).ToArray(); if (Beatmap.Value is DummyWorkingBeatmap) { return; } IBeatmap playableBeatmap = loadPlayableBeatmap(); if (playableBeatmap == null) { return; } sampleRestart = audio.Samples.Get(@"Gameplay/restart"); mouseWheelDisabled = config.GetBindable <bool>(OsuSetting.MouseDisableWheel); DrawableRuleset = ruleset.CreateDrawableRulesetWith(playableBeatmap, Mods.Value); ScoreProcessor = ruleset.CreateScoreProcessor(); ScoreProcessor.ApplyBeatmap(playableBeatmap); ScoreProcessor.Mods.BindTo(Mods); HealthProcessor = ruleset.CreateHealthProcessor(playableBeatmap.HitObjects[0].StartTime); HealthProcessor.ApplyBeatmap(playableBeatmap); if (!ScoreProcessor.Mode.Disabled) { config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode); } InternalChild = GameplayClockContainer = new GameplayClockContainer(Beatmap.Value, Mods.Value, DrawableRuleset.GameplayStartTime); AddInternal(gameplayBeatmap = new GameplayBeatmap(playableBeatmap)); dependencies.CacheAs(gameplayBeatmap); addUnderlayComponents(GameplayClockContainer); addGameplayComponents(GameplayClockContainer, Beatmap.Value); addOverlayComponents(GameplayClockContainer, Beatmap.Value); DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true); // bind clock into components that require it DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused); DrawableRuleset.OnNewResult += r => { HealthProcessor.ApplyResult(r); ScoreProcessor.ApplyResult(r); }; DrawableRuleset.OnRevertResult += r => { HealthProcessor.RevertResult(r); ScoreProcessor.RevertResult(r); }; // Bind the judgement processors to ourselves ScoreProcessor.AllJudged += onCompletion; HealthProcessor.Failed += onFail; foreach (var mod in Mods.Value.OfType <IApplicableToScoreProcessor>()) { mod.ApplyToScoreProcessor(ScoreProcessor); } foreach (var mod in Mods.Value.OfType <IApplicableToHealthProcessor>()) { mod.ApplyToHealthProcessor(HealthProcessor); } breakTracker.IsBreakTime.BindValueChanged(onBreakTimeChanged, true); }
private void load(AudioManager audio, OsuConfigManager config, OsuGame game) { Mods.Value = base.Mods.Value.Select(m => m.CreateCopy()).ToArray(); if (Beatmap.Value is DummyWorkingBeatmap) { return; } IBeatmap playableBeatmap = loadPlayableBeatmap(); if (playableBeatmap == null) { return; } sampleRestart = audio.Samples.Get(@"Gameplay/restart"); mouseWheelDisabled = config.GetBindable <bool>(OsuSetting.MouseDisableWheel); if (game != null) { LocalUserPlaying.BindTo(game.LocalUserPlaying); } DrawableRuleset = ruleset.CreateDrawableRulesetWith(playableBeatmap, Mods.Value); ScoreProcessor = ruleset.CreateScoreProcessor(); ScoreProcessor.ApplyBeatmap(playableBeatmap); ScoreProcessor.Mods.BindTo(Mods); HealthProcessor = ruleset.CreateHealthProcessor(playableBeatmap.HitObjects[0].StartTime); HealthProcessor.ApplyBeatmap(playableBeatmap); if (!ScoreProcessor.Mode.Disabled) { config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode); } InternalChild = GameplayClockContainer = CreateGameplayClockContainer(Beatmap.Value, DrawableRuleset.GameplayStartTime); AddInternal(gameplayBeatmap = new GameplayBeatmap(playableBeatmap)); AddInternal(screenSuspension = new ScreenSuspensionHandler(GameplayClockContainer)); dependencies.CacheAs(gameplayBeatmap); var beatmapSkinProvider = new BeatmapSkinProvidingContainer(Beatmap.Value.Skin); // the beatmapSkinProvider is used as the fallback source here to allow the ruleset-specific skin implementation // full access to all skin sources. var rulesetSkinProvider = new SkinProvidingContainer(ruleset.CreateLegacySkinProvider(beatmapSkinProvider, playableBeatmap)); // load the skinning hierarchy first. // this is intentionally done in two stages to ensure things are in a loaded state before exposing the ruleset to skin sources. GameplayClockContainer.Add(beatmapSkinProvider.WithChild(rulesetSkinProvider)); rulesetSkinProvider.AddRange(new[] { // underlay and gameplay should have access the to skinning sources. createUnderlayComponents(), createGameplayComponents(Beatmap.Value, playableBeatmap) }); // also give the HUD a ruleset container to allow rulesets to potentially override HUD elements (used to disable combo counters etc.) // we may want to limit this in the future to disallow rulesets from outright replacing elements the user expects to be there. var hudRulesetContainer = new SkinProvidingContainer(ruleset.CreateLegacySkinProvider(beatmapSkinProvider, playableBeatmap)); // add the overlay components as a separate step as they proxy some elements from the above underlay/gameplay components. GameplayClockContainer.Add(hudRulesetContainer.WithChild(createOverlayComponents(Beatmap.Value))); if (!DrawableRuleset.AllowGameplayOverlays) { HUDOverlay.ShowHud.Value = false; HUDOverlay.ShowHud.Disabled = true; BreakOverlay.Hide(); skipOverlay.Hide(); } DrawableRuleset.FrameStableClock.WaitingOnFrames.BindValueChanged(waiting => { if (waiting.NewValue) { GameplayClockContainer.Stop(); } else { GameplayClockContainer.Start(); } }); DrawableRuleset.IsPaused.BindValueChanged(paused => { updateGameplayState(); updateSampleDisabledState(); }); DrawableRuleset.FrameStableClock.IsCatchingUp.BindValueChanged(_ => updateSampleDisabledState()); DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateGameplayState()); DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true); // bind clock into components that require it DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused); DrawableRuleset.NewResult += r => { HealthProcessor.ApplyResult(r); ScoreProcessor.ApplyResult(r); gameplayBeatmap.ApplyResult(r); }; DrawableRuleset.RevertResult += r => { HealthProcessor.RevertResult(r); ScoreProcessor.RevertResult(r); }; // Bind the judgement processors to ourselves ScoreProcessor.HasCompleted.ValueChanged += updateCompletionState; HealthProcessor.Failed += onFail; foreach (var mod in Mods.Value.OfType <IApplicableToScoreProcessor>()) { mod.ApplyToScoreProcessor(ScoreProcessor); } foreach (var mod in Mods.Value.OfType <IApplicableToHealthProcessor>()) { mod.ApplyToHealthProcessor(HealthProcessor); } IsBreakTime.BindTo(breakTracker.IsBreakTime); IsBreakTime.BindValueChanged(onBreakTimeChanged, true); }
private void load(AudioManager audio, OsuConfigManager config, OsuGameBase game) { var gameplayMods = Mods.Value.Select(m => m.DeepClone()).ToArray(); if (Beatmap.Value is DummyWorkingBeatmap) { return; } IBeatmap playableBeatmap = loadPlayableBeatmap(gameplayMods); if (playableBeatmap == null) { return; } sampleRestart = audio.Samples.Get(@"Gameplay/restart"); mouseWheelDisabled = config.GetBindable <bool>(OsuSetting.MouseDisableWheel); if (game != null) { gameActive.BindTo(game.IsActive); } if (game is OsuGame osuGame) { LocalUserPlaying.BindTo(osuGame.LocalUserPlaying); } DrawableRuleset = ruleset.CreateDrawableRulesetWith(playableBeatmap, gameplayMods); dependencies.CacheAs(DrawableRuleset); ScoreProcessor = ruleset.CreateScoreProcessor(); ScoreProcessor.ApplyBeatmap(playableBeatmap); ScoreProcessor.Mods.Value = gameplayMods; dependencies.CacheAs(ScoreProcessor); HealthProcessor = ruleset.CreateHealthProcessor(playableBeatmap.HitObjects[0].StartTime); HealthProcessor.ApplyBeatmap(playableBeatmap); dependencies.CacheAs(HealthProcessor); if (!ScoreProcessor.Mode.Disabled) { config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode); } InternalChild = GameplayClockContainer = CreateGameplayClockContainer(Beatmap.Value, DrawableRuleset.GameplayStartTime); AddInternal(screenSuspension = new ScreenSuspensionHandler(GameplayClockContainer)); Score = CreateScore(playableBeatmap); // ensure the score is in a consistent state with the current player. Score.ScoreInfo.BeatmapInfo = Beatmap.Value.BeatmapInfo; Score.ScoreInfo.Ruleset = ruleset.RulesetInfo; if (ruleset.RulesetInfo.ID != null) { Score.ScoreInfo.RulesetID = ruleset.RulesetInfo.ID.Value; } Score.ScoreInfo.Mods = gameplayMods; dependencies.CacheAs(GameplayState = new GameplayState(playableBeatmap, ruleset, gameplayMods, Score)); var rulesetSkinProvider = new RulesetSkinProvidingContainer(ruleset, playableBeatmap, Beatmap.Value.Skin); // load the skinning hierarchy first. // this is intentionally done in two stages to ensure things are in a loaded state before exposing the ruleset to skin sources. GameplayClockContainer.Add(rulesetSkinProvider); rulesetSkinProvider.AddRange(new Drawable[] { failAnimationLayer = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, Children = new[] { // underlay and gameplay should have access to the skinning sources. createUnderlayComponents(), createGameplayComponents(Beatmap.Value, playableBeatmap) } }, FailOverlay = new FailOverlay { OnRetry = Restart, OnQuit = () => PerformExit(true), }, new HotkeyExitOverlay { Action = () => { if (!this.IsCurrentScreen()) { return; } fadeOut(true); PerformExit(false); }, }, }); if (Configuration.AllowRestart) { rulesetSkinProvider.Add(new HotkeyRetryOverlay { Action = () => { if (!this.IsCurrentScreen()) { return; } fadeOut(true); Restart(); }, }); } // add the overlay components as a separate step as they proxy some elements from the above underlay/gameplay components. // also give the overlays the ruleset skin provider to allow rulesets to potentially override HUD elements (used to disable combo counters etc.) // we may want to limit this in the future to disallow rulesets from outright replacing elements the user expects to be there. failAnimationLayer.Add(createOverlayComponents(Beatmap.Value)); if (!DrawableRuleset.AllowGameplayOverlays) { HUDOverlay.ShowHud.Value = false; HUDOverlay.ShowHud.Disabled = true; BreakOverlay.Hide(); } DrawableRuleset.FrameStableClock.WaitingOnFrames.BindValueChanged(waiting => { if (waiting.NewValue) { GameplayClockContainer.Stop(); } else { GameplayClockContainer.Start(); } }); DrawableRuleset.IsPaused.BindValueChanged(paused => { updateGameplayState(); updateSampleDisabledState(); }); DrawableRuleset.FrameStableClock.IsCatchingUp.BindValueChanged(_ => updateSampleDisabledState()); DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateGameplayState()); // bind clock into components that require it DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused); DrawableRuleset.NewResult += r => { HealthProcessor.ApplyResult(r); ScoreProcessor.ApplyResult(r); GameplayState.ApplyResult(r); }; DrawableRuleset.RevertResult += r => { HealthProcessor.RevertResult(r); ScoreProcessor.RevertResult(r); }; DimmableStoryboard.HasStoryboardEnded.ValueChanged += storyboardEnded => { if (storyboardEnded.NewValue) { progressToResults(true); } }; // Bind the judgement processors to ourselves ScoreProcessor.HasCompleted.BindValueChanged(scoreCompletionChanged); HealthProcessor.Failed += onFail; // Provide judgement processors to mods after they're loaded so that they're on the gameplay clock, // this is required for mods that apply transforms to these processors. ScoreProcessor.OnLoadComplete += _ => { foreach (var mod in gameplayMods.OfType <IApplicableToScoreProcessor>()) { mod.ApplyToScoreProcessor(ScoreProcessor); } }; HealthProcessor.OnLoadComplete += _ => { foreach (var mod in gameplayMods.OfType <IApplicableToHealthProcessor>()) { mod.ApplyToHealthProcessor(HealthProcessor); } }; IsBreakTime.BindTo(breakTracker.IsBreakTime); IsBreakTime.BindValueChanged(onBreakTimeChanged, true); }