mirror of
https://github.com/ppy/osu.git
synced 2024-11-06 19:17:25 +08:00
115 lines
3.4 KiB
C#
115 lines
3.4 KiB
C#
|
// 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.
|
||
|
|
||
|
using osu.Framework.Allocation;
|
||
|
using osu.Framework.Audio;
|
||
|
using osu.Framework.Audio.Sample;
|
||
|
using osu.Framework.Bindables;
|
||
|
using osu.Framework.Graphics;
|
||
|
using osu.Framework.Screens;
|
||
|
using osu.Game.Beatmaps;
|
||
|
using osu.Game.Configuration;
|
||
|
using osu.Game.Screens.Backgrounds;
|
||
|
using osuTK;
|
||
|
using osuTK.Graphics;
|
||
|
|
||
|
namespace osu.Game.Screens.Menu
|
||
|
{
|
||
|
public abstract class IntroScreen : StartupScreen
|
||
|
{
|
||
|
private readonly BindableDouble exitingVolumeFade = new BindableDouble(1);
|
||
|
|
||
|
public const int EXIT_DELAY = 3000;
|
||
|
|
||
|
[Resolved]
|
||
|
private AudioManager audio { get; set; }
|
||
|
|
||
|
private SampleChannel seeya;
|
||
|
|
||
|
private Bindable<bool> menuVoice;
|
||
|
|
||
|
protected override BackgroundScreen CreateBackground() => new BackgroundScreenBlack();
|
||
|
|
||
|
[BackgroundDependencyLoader]
|
||
|
private void load(OsuConfigManager config, BeatmapManager beatmaps, Framework.Game game)
|
||
|
{
|
||
|
menuVoice = config.GetBindable<bool>(OsuSetting.MenuVoice);
|
||
|
seeya = audio.Samples.Get(@"seeya");
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Whether we have loaded the menu previously.
|
||
|
/// </summary>
|
||
|
public bool DidLoadMenu { get; private set; }
|
||
|
|
||
|
public override bool OnExiting(IScreen next)
|
||
|
{
|
||
|
//cancel exiting if we haven't loaded the menu yet.
|
||
|
return !DidLoadMenu;
|
||
|
}
|
||
|
|
||
|
public override void OnResuming(IScreen last)
|
||
|
{
|
||
|
this.FadeIn(300);
|
||
|
|
||
|
double fadeOutTime = EXIT_DELAY;
|
||
|
//we also handle the exit transition.
|
||
|
if (menuVoice.Value)
|
||
|
seeya.Play();
|
||
|
else
|
||
|
fadeOutTime = 500;
|
||
|
|
||
|
audio.AddAdjustment(AdjustableProperty.Volume, exitingVolumeFade);
|
||
|
this.TransformBindableTo(exitingVolumeFade, 0, fadeOutTime).OnComplete(_ => this.Exit());
|
||
|
|
||
|
//don't want to fade out completely else we will stop running updates.
|
||
|
Game.FadeTo(0.01f, fadeOutTime);
|
||
|
|
||
|
base.OnResuming(last);
|
||
|
}
|
||
|
|
||
|
protected override void LogoArriving(OsuLogo logo, bool resuming)
|
||
|
{
|
||
|
base.LogoArriving(logo, resuming);
|
||
|
|
||
|
logo.Colour = Color4.White;
|
||
|
logo.Triangles = false;
|
||
|
logo.Ripple = false;
|
||
|
|
||
|
if (!resuming)
|
||
|
{
|
||
|
logo.MoveTo(new Vector2(0.5f));
|
||
|
logo.ScaleTo(Vector2.One);
|
||
|
logo.Hide();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
const int quick_appear = 350;
|
||
|
int initialMovementTime = logo.Alpha > 0.2f ? quick_appear : 0;
|
||
|
|
||
|
logo.MoveTo(new Vector2(0.5f), initialMovementTime, Easing.OutQuint);
|
||
|
|
||
|
logo
|
||
|
.ScaleTo(1, initialMovementTime, Easing.OutQuint)
|
||
|
.FadeIn(quick_appear, Easing.OutQuint)
|
||
|
.Then()
|
||
|
.RotateTo(20, EXIT_DELAY * 1.5f)
|
||
|
.FadeOut(EXIT_DELAY);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private MainMenu mainMenu;
|
||
|
|
||
|
protected void PrepareMenuLoad()
|
||
|
{
|
||
|
LoadComponentAsync(mainMenu = new MainMenu());
|
||
|
}
|
||
|
|
||
|
protected void LoadMenu()
|
||
|
{
|
||
|
DidLoadMenu = true;
|
||
|
this.Push(mainMenu);
|
||
|
}
|
||
|
}
|
||
|
}
|