mirror of
https://github.com/osukey/osukey.git
synced 2025-05-30 09:57:21 +09:00
Fix ReplayLoader not being treated as having a replay loaded
Player checks for HasReplayLoaded in Player.load(), but the replay is attached in ReplayPlayer.LoadComplete(), which is too late.
This commit is contained in:
parent
da793d91ea
commit
2ebb3d6e0e
@ -13,6 +13,7 @@ using System;
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Diagnostics;
|
using System.Diagnostics;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
|
using osu.Framework.Configuration;
|
||||||
using osu.Framework.Graphics.Cursor;
|
using osu.Framework.Graphics.Cursor;
|
||||||
using osu.Framework.Input;
|
using osu.Framework.Input;
|
||||||
using osu.Game.Rulesets.Replays;
|
using osu.Game.Rulesets.Replays;
|
||||||
@ -45,9 +46,9 @@ namespace osu.Game.Rulesets.UI
|
|||||||
public PassThroughInputManager KeyBindingInputManager;
|
public PassThroughInputManager KeyBindingInputManager;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Whether we have a replay loaded currently.
|
/// Whether a replay is currently loaded.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public bool HasReplayLoaded => ReplayInputManager?.ReplayInputHandler != null;
|
public readonly BindableBool HasReplayLoaded = new BindableBool();
|
||||||
|
|
||||||
public abstract IEnumerable<HitObject> Objects { get; }
|
public abstract IEnumerable<HitObject> Objects { get; }
|
||||||
|
|
||||||
@ -99,6 +100,8 @@ namespace osu.Game.Rulesets.UI
|
|||||||
|
|
||||||
Replay = replay;
|
Replay = replay;
|
||||||
ReplayInputManager.ReplayInputHandler = replay != null ? CreateReplayInputHandler(replay) : null;
|
ReplayInputManager.ReplayInputHandler = replay != null ? CreateReplayInputHandler(replay) : null;
|
||||||
|
|
||||||
|
HasReplayLoaded.Value = ReplayInputManager.ReplayInputHandler != null;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -35,7 +35,7 @@ namespace osu.Game.Screens.Play
|
|||||||
public readonly ReplaySettingsOverlay ReplaySettingsOverlay;
|
public readonly ReplaySettingsOverlay ReplaySettingsOverlay;
|
||||||
|
|
||||||
private Bindable<bool> showHud;
|
private Bindable<bool> showHud;
|
||||||
private bool replayLoaded;
|
private readonly BindableBool replayLoaded = new BindableBool();
|
||||||
|
|
||||||
private static bool hasShownNotificationOnce;
|
private static bool hasShownNotificationOnce;
|
||||||
|
|
||||||
@ -59,6 +59,24 @@ namespace osu.Game.Screens.Play
|
|||||||
ReplaySettingsOverlay = CreateReplaySettingsOverlay(),
|
ReplaySettingsOverlay = CreateReplaySettingsOverlay(),
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
|
replayLoaded.ValueChanged += replayLoadedValueChanged;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void replayLoadedValueChanged(bool loaded)
|
||||||
|
{
|
||||||
|
ReplaySettingsOverlay.ReplayLoaded = loaded;
|
||||||
|
|
||||||
|
if (loaded)
|
||||||
|
{
|
||||||
|
ReplaySettingsOverlay.Show();
|
||||||
|
ModDisplay.FadeIn(200);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
ReplaySettingsOverlay.Hide();
|
||||||
|
ModDisplay.Delay(2000).FadeOut(200);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
[BackgroundDependencyLoader(true)]
|
[BackgroundDependencyLoader(true)]
|
||||||
@ -95,16 +113,10 @@ namespace osu.Game.Screens.Play
|
|||||||
{
|
{
|
||||||
(rulesetContainer.KeyBindingInputManager as ICanAttachKeyCounter)?.Attach(KeyCounter);
|
(rulesetContainer.KeyBindingInputManager as ICanAttachKeyCounter)?.Attach(KeyCounter);
|
||||||
|
|
||||||
replayLoaded = rulesetContainer.HasReplayLoaded;
|
replayLoaded.BindTo(rulesetContainer.HasReplayLoaded);
|
||||||
|
replayLoaded.TriggerChange();
|
||||||
|
|
||||||
ReplaySettingsOverlay.ReplayLoaded = replayLoaded;
|
Progress.BindRulestContainer(rulesetContainer);
|
||||||
|
|
||||||
// in the case a replay isn't loaded, we want some elements to only appear briefly.
|
|
||||||
if (!replayLoaded)
|
|
||||||
{
|
|
||||||
ReplaySettingsOverlay.Hide();
|
|
||||||
ModDisplay.Delay(2000).FadeOut(200);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
|
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
|
||||||
|
@ -52,7 +52,7 @@ namespace osu.Game.Screens.Play
|
|||||||
public int RestartCount;
|
public int RestartCount;
|
||||||
|
|
||||||
public CursorContainer Cursor => RulesetContainer.Cursor;
|
public CursorContainer Cursor => RulesetContainer.Cursor;
|
||||||
public bool ProvidingUserCursor => RulesetContainer?.Cursor != null && !RulesetContainer.HasReplayLoaded;
|
public bool ProvidingUserCursor => RulesetContainer?.Cursor != null && !RulesetContainer.HasReplayLoaded.Value;
|
||||||
|
|
||||||
private IAdjustableClock adjustableSourceClock;
|
private IAdjustableClock adjustableSourceClock;
|
||||||
private FramedOffsetClock offsetClock;
|
private FramedOffsetClock offsetClock;
|
||||||
@ -226,7 +226,6 @@ namespace osu.Game.Screens.Play
|
|||||||
|
|
||||||
hudOverlay.Progress.Objects = RulesetContainer.Objects;
|
hudOverlay.Progress.Objects = RulesetContainer.Objects;
|
||||||
hudOverlay.Progress.AudioClock = decoupledClock;
|
hudOverlay.Progress.AudioClock = decoupledClock;
|
||||||
hudOverlay.Progress.AllowSeeking = RulesetContainer.HasReplayLoaded;
|
|
||||||
hudOverlay.Progress.OnSeek = pos => decoupledClock.Seek(pos);
|
hudOverlay.Progress.OnSeek = pos => decoupledClock.Seek(pos);
|
||||||
|
|
||||||
hudOverlay.ModDisplay.Current.BindTo(working.Mods);
|
hudOverlay.ModDisplay.Current.BindTo(working.Mods);
|
||||||
|
@ -9,9 +9,12 @@ using System.Collections.Generic;
|
|||||||
using osu.Game.Graphics;
|
using osu.Game.Graphics;
|
||||||
using osu.Framework.Allocation;
|
using osu.Framework.Allocation;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
|
using osu.Framework.Configuration;
|
||||||
using osu.Framework.Timing;
|
using osu.Framework.Timing;
|
||||||
using osu.Game.Rulesets.Objects;
|
using osu.Game.Rulesets.Objects;
|
||||||
using osu.Game.Rulesets.Objects.Types;
|
using osu.Game.Rulesets.Objects.Types;
|
||||||
|
using osu.Game.Rulesets.UI;
|
||||||
|
|
||||||
namespace osu.Game.Screens.Play
|
namespace osu.Game.Screens.Play
|
||||||
{
|
{
|
||||||
public class SongProgress : OverlayContainer
|
public class SongProgress : OverlayContainer
|
||||||
@ -53,6 +56,8 @@ namespace osu.Game.Screens.Play
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private readonly BindableBool replayLoaded = new BindableBool();
|
||||||
|
|
||||||
[BackgroundDependencyLoader]
|
[BackgroundDependencyLoader]
|
||||||
private void load(OsuColour colours)
|
private void load(OsuColour colours)
|
||||||
{
|
{
|
||||||
@ -92,6 +97,8 @@ namespace osu.Game.Screens.Play
|
|||||||
OnSeek = position => OnSeek?.Invoke(position),
|
OnSeek = position => OnSeek?.Invoke(position),
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
|
|
||||||
|
replayLoaded.ValueChanged += v => AllowSeeking = v;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void LoadComplete()
|
protected override void LoadComplete()
|
||||||
@ -99,6 +106,12 @@ namespace osu.Game.Screens.Play
|
|||||||
State = Visibility.Visible;
|
State = Visibility.Visible;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void BindRulestContainer(RulesetContainer rulesetContainer)
|
||||||
|
{
|
||||||
|
replayLoaded.BindTo(rulesetContainer.HasReplayLoaded);
|
||||||
|
replayLoaded.TriggerChange();
|
||||||
|
}
|
||||||
|
|
||||||
private bool allowSeeking;
|
private bool allowSeeking;
|
||||||
|
|
||||||
public bool AllowSeeking
|
public bool AllowSeeking
|
||||||
|
Loading…
x
Reference in New Issue
Block a user