Make DrawableStoryboardSample a SkinnableSound

Allows sharing pause logic with gameplay samples.
This commit is contained in:
Dean Herbert
2020-09-29 14:09:51 +09:00
parent 74e74e1c31
commit 136843c8e4
7 changed files with 94 additions and 95 deletions

View File

@ -191,9 +191,25 @@ namespace osu.Game.Screens.Play
dependencies.CacheAs(gameplayBeatmap);
addUnderlayComponents(GameplayClockContainer);
addGameplayComponents(GameplayClockContainer, Beatmap.Value, playableBeatmap);
addOverlayComponents(GameplayClockContainer, Beatmap.Value);
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)
});
// add the overlay components as a separate step as they proxy some elements from the above underlay/gameplay components.
GameplayClockContainer.Add(createOverlayComponents(Beatmap.Value));
if (!DrawableRuleset.AllowGameplayOverlays)
{
@ -238,45 +254,31 @@ namespace osu.Game.Screens.Play
breakTracker.IsBreakTime.BindValueChanged(onBreakTimeChanged, true);
}
private void addUnderlayComponents(Container target)
private Drawable createUnderlayComponents() =>
DimmableStoryboard = new DimmableStoryboard(Beatmap.Value.Storyboard) { RelativeSizeAxes = Axes.Both };
private Drawable createGameplayComponents(WorkingBeatmap working, IBeatmap playableBeatmap) => new ScalingContainer(ScalingMode.Gameplay)
{
target.Add(DimmableStoryboard = new DimmableStoryboard(Beatmap.Value.Storyboard) { RelativeSizeAxes = Axes.Both });
}
private void addGameplayComponents(Container target, WorkingBeatmap working, IBeatmap playableBeatmap)
{
var beatmapSkinProvider = new BeatmapSkinProvidingContainer(working.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.
target.Add(new ScalingContainer(ScalingMode.Gameplay)
.WithChild(beatmapSkinProvider
.WithChild(target = rulesetSkinProvider)));
target.AddRange(new Drawable[]
Children = new Drawable[]
{
DrawableRuleset,
DrawableRuleset.With(r =>
r.FrameStableComponents.Children = new Drawable[]
{
ScoreProcessor,
HealthProcessor,
breakTracker = new BreakTracker(DrawableRuleset.GameplayStartTime, ScoreProcessor)
{
Breaks = working.Beatmap.Breaks
}
}),
new ComboEffects(ScoreProcessor)
});
}
};
DrawableRuleset.FrameStableComponents.AddRange(new Drawable[]
{
ScoreProcessor,
HealthProcessor,
breakTracker = new BreakTracker(DrawableRuleset.GameplayStartTime, ScoreProcessor)
{
Breaks = working.Beatmap.Breaks
}
});
}
private void addOverlayComponents(Container target, WorkingBeatmap working)
private Drawable createOverlayComponents(WorkingBeatmap working) => new Container
{
target.AddRange(new[]
RelativeSizeAxes = Axes.Both,
Children = new[]
{
DimmableStoryboard.OverlayLayerContainer.CreateProxy(),
BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor)
@ -342,8 +344,8 @@ namespace osu.Game.Screens.Play
},
},
failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, },
});
}
}
};
private void onBreakTimeChanged(ValueChangedEvent<bool> isBreakTime)
{