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osu-lazer/osu.Game/Screens/Menu/Intro.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Screens;
using osu.Framework.Graphics;
using osu.Framework.MathUtils;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.IO.Archives;
using osu.Game.Screens.Backgrounds;
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using osuTK;
using osuTK.Graphics;
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namespace osu.Game.Screens.Menu
{
public class Intro : StartupScreen
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{
private const string menu_music_beatmap_hash = "3c8b1fcc9434dbb29e2fb613d3b9eada9d7bb6c125ceb32396c3b53437280c83";
/// <summary>
/// Whether we have loaded the menu previously.
/// </summary>
public bool DidLoadMenu;
private MainMenu mainMenu;
private SampleChannel welcome;
private SampleChannel seeya;
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protected override BackgroundScreen CreateBackground() => new BackgroundScreenBlack();
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private readonly BindableDouble exitingVolumeFade = new BindableDouble(1);
[Resolved]
private AudioManager audio { get; set; }
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private Bindable<bool> menuVoice;
private Bindable<bool> menuMusic;
private Track track;
private WorkingBeatmap introBeatmap;
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[BackgroundDependencyLoader]
private void load(OsuConfigManager config, BeatmapManager beatmaps, Framework.Game game)
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{
menuVoice = config.GetBindable<bool>(OsuSetting.MenuVoice);
menuMusic = config.GetBindable<bool>(OsuSetting.MenuMusic);
BeatmapSetInfo setInfo = null;
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if (!menuMusic.Value)
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{
var sets = beatmaps.GetAllUsableBeatmapSets();
if (sets.Count > 0)
setInfo = beatmaps.QueryBeatmapSet(s => s.ID == sets[RNG.Next(0, sets.Count - 1)].ID);
}
if (setInfo == null)
{
setInfo = beatmaps.QueryBeatmapSet(b => b.Hash == menu_music_beatmap_hash);
if (setInfo == null)
{
// we need to import the default menu background beatmap
setInfo = beatmaps.Import(new ZipArchiveReader(game.Resources.GetStream(@"Tracks/circles.osz"), "circles.osz")).Result;
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setInfo.Protected = true;
beatmaps.Update(setInfo);
}
}
introBeatmap = beatmaps.GetWorkingBeatmap(setInfo.Beatmaps[0]);
track = introBeatmap.Track;
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welcome = audio.Samples.Get(@"welcome");
seeya = audio.Samples.Get(@"seeya");
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}
private const double delay_step_one = 2300;
private const double delay_step_two = 600;
public const int EXIT_DELAY = 3000;
protected override void LogoArriving(OsuLogo logo, bool resuming)
{
base.LogoArriving(logo, resuming);
if (!resuming)
{
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Beatmap.Value = introBeatmap;
introBeatmap = null;
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if (menuVoice.Value)
welcome.Play();
Scheduler.AddDelayed(delegate
{
// Only start the current track if it is the menu music. A beatmap's track is started when entering the Main Manu.
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if (menuMusic.Value)
{
track.Start();
track = null;
}
LoadComponentAsync(mainMenu = new MainMenu());
Scheduler.AddDelayed(delegate
{
DidLoadMenu = true;
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this.Push(mainMenu);
}, delay_step_one);
}, delay_step_two);
}
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logo.Colour = Color4.White;
logo.Ripple = false;
const int quick_appear = 350;
int initialMovementTime = logo.Alpha > 0.2f ? quick_appear : 0;
logo.MoveTo(new Vector2(0.5f), initialMovementTime, Easing.OutQuint);
if (!resuming)
{
logo.ScaleTo(1);
logo.FadeIn();
logo.PlayIntro();
}
else
{
logo.Triangles = false;
logo
.ScaleTo(1, initialMovementTime, Easing.OutQuint)
.FadeIn(quick_appear, Easing.OutQuint)
.Then()
.RotateTo(20, EXIT_DELAY * 1.5f)
.FadeOut(EXIT_DELAY);
}
}
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public override void OnSuspending(IScreen next)
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{
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this.FadeOut(300);
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base.OnSuspending(next);
}
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public override bool OnExiting(IScreen next)
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{
//cancel exiting if we haven't loaded the menu yet.
return !DidLoadMenu;
}
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public override void OnResuming(IScreen last)
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{
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this.FadeIn(300);
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double fadeOutTime = EXIT_DELAY;
//we also handle the exit transition.
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if (menuVoice.Value)
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seeya.Play();
else
fadeOutTime = 500;
audio.AddAdjustment(AdjustableProperty.Volume, exitingVolumeFade);
this.TransformBindableTo(exitingVolumeFade, 0, fadeOutTime).OnComplete(_ => this.Exit());
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//don't want to fade out completely else we will stop running updates.
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Game.FadeTo(0.01f, fadeOutTime);
base.OnResuming(last);
}
}
}