Added current work on pause overlay

This commit is contained in:
DrabWeb
2017-01-27 05:24:49 -04:00
parent f3e9da609e
commit fe265c01cb
4 changed files with 232 additions and 3 deletions

View File

@ -15,6 +15,7 @@ using osu.Game.Modes;
using osu.Game.Modes.Objects;
using osu.Game.Modes.Objects.Drawables;
using osu.Game.Screens.Backgrounds;
using osu.Game.Overlays.Pause;
using OpenTK.Input;
using MouseState = osu.Framework.Input.MouseState;
using OpenTK;
@ -39,7 +40,7 @@ namespace osu.Game.Screens.Play
public BeatmapInfo BeatmapInfo;
public PlayMode PreferredPlayMode;
private IAdjustableClock sourceClock;
private Ruleset ruleset;
@ -48,6 +49,9 @@ namespace osu.Game.Screens.Play
private HitRenderer hitRenderer;
private Bindable<int> dimLevel;
private PauseOverlay pauseOverlay;
private ScoreOverlay scoreOverlay;
[BackgroundDependencyLoader]
private void load(AudioManager audio, BeatmapDatabase beatmaps, OsuGameBase game, OsuConfigManager config)
{
@ -92,9 +96,13 @@ namespace osu.Game.Screens.Play
ruleset = Ruleset.GetRuleset(usablePlayMode);
var scoreOverlay = ruleset.CreateScoreOverlay();
scoreOverlay = ruleset.CreateScoreOverlay();
scoreOverlay.BindProcessor(scoreProcessor = ruleset.CreateScoreProcessor(beatmap.HitObjects.Count));
pauseOverlay = new PauseOverlay();
pauseOverlay.OnPause += onPause;
pauseOverlay.OnPlay += onPlay;
hitRenderer = ruleset.CreateHitRendererWith(beatmap.HitObjects);
//bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
@ -119,6 +127,7 @@ namespace osu.Game.Screens.Play
}
},
scoreOverlay,
pauseOverlay
};
}
@ -163,12 +172,25 @@ namespace osu.Game.Screens.Play
});
}
private void onPause()
{
scoreOverlay.KeyCounter.IsCounting = false;
sourceClock.Stop();
}
private void onPlay()
{
scoreOverlay.KeyCounter.IsCounting = true;
sourceClock.Start();
}
protected override void OnEntering(GameMode last)
{
base.OnEntering(last);
(Background as BackgroundModeBeatmap)?.BlurTo(Vector2.Zero, 1000);
Background?.FadeTo((100f- dimLevel)/100, 1000);
Background?.FadeTo((100f - dimLevel) / 100, 1000);
Content.Alpha = 0;
dimLevel.ValueChanged += dimChanged;
@ -181,6 +203,17 @@ namespace osu.Game.Screens.Play
return base.OnExiting(next);
}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
if (args.Key != Key.Escape)
{
return base.OnKeyDown(state, args);
}
else {
return pauseOverlay.TriggerKeyDown(state, args);
}
}
private void dimChanged(object sender, EventArgs e)
{
Background?.FadeTo((100f - dimLevel) / 100, 800);