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68 lines
2.4 KiB
C#
68 lines
2.4 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Timing;
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namespace osu.Game.Graphics.Containers
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{
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public class BeatSyncedContainer : Container
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{
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private readonly Bindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
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private int lastBeat;
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private ControlPoint lastControlPoint;
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/// <summary>
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/// The amount of time before a beat we should fire <see cref="OnNewBeat(int, double, TimeSignatures, bool)"/>.
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/// This allows for adding easing to animations that may be synchronised to the beat.
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/// </summary>
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protected double EarlyActivationMilliseconds;
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protected override void Update()
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{
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if (beatmap.Value?.Track == null)
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return;
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double currentTrackTime = beatmap.Value.Track.CurrentTime + EarlyActivationMilliseconds;
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ControlPoint overridePoint;
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ControlPoint controlPoint = beatmap.Value.Beatmap.TimingInfo.TimingPointAt(currentTrackTime, out overridePoint);
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if (controlPoint.BeatLength == 0)
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return;
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bool kiai = (overridePoint ?? controlPoint).KiaiMode;
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int beat = (int)((currentTrackTime - controlPoint.Time) / controlPoint.BeatLength);
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// The beats before the start of the first control point are off by 1, this should do the trick
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if (currentTrackTime < controlPoint.Time)
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beat--;
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if (controlPoint == lastControlPoint && beat == lastBeat)
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return;
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double offsetFromBeat = (controlPoint.Time - currentTrackTime) % controlPoint.BeatLength;
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using (BeginDelayedSequence(offsetFromBeat, true))
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OnNewBeat(beat, controlPoint.BeatLength, controlPoint.TimeSignature, kiai);
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lastBeat = beat;
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lastControlPoint = controlPoint;
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}
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[BackgroundDependencyLoader]
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private void load(OsuGameBase game)
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{
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beatmap.BindTo(game.Beatmap);
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}
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protected virtual void OnNewBeat(int newBeat, double beatLength, TimeSignatures timeSignature, bool kiai)
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{
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}
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}
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}
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