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

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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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.Screens;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Transforms;
using osu.Game.Graphics.Containers;
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using osu.Game.Screens.Backgrounds;
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using OpenTK.Graphics;
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namespace osu.Game.Screens.Menu
{
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public class Intro : OsuScreen
{
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private OsuLogo logo;
/// <summary>
/// Whether we have loaded the menu previously.
/// </summary>
internal bool DidLoadMenu;
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MainMenu mainMenu;
private SampleChannel welcome;
private SampleChannel seeya;
private Track bgm;
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internal override bool ShowOverlays => false;
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protected override BackgroundScreen CreateBackground() => new BackgroundScreenEmpty();
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public Intro()
{
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Children = new Drawable[]
{
new ParallaxContainer
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{
ParallaxAmount = 0.01f,
Children = new Drawable[]
{
logo = new OsuLogo
{
Alpha = 0,
Triangles = false,
BlendingMode = BlendingMode.Additive,
Interactive = false,
Colour = Color4.DarkGray,
Ripple = false
}
}
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}
};
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}
[BackgroundDependencyLoader]
private void load(AudioManager audio)
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{
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welcome = audio.Sample.Get(@"welcome");
seeya = audio.Sample.Get(@"seeya");
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bgm = audio.Track.Get(@"circles");
bgm.Looping = true;
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}
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protected override void OnEntering(Screen last)
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{
base.OnEntering(last);
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welcome.Play();
Scheduler.AddDelayed(delegate
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{
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bgm.Start();
(mainMenu = new MainMenu()).LoadAsync(Game);
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Scheduler.AddDelayed(delegate
{
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DidLoadMenu = true;
Push(mainMenu);
}, 2300);
}, 600);
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logo.ScaleTo(0.4f);
logo.FadeOut();
logo.ScaleTo(1, 4400, EasingTypes.OutQuint);
logo.FadeIn(20000, EasingTypes.OutQuint);
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}
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protected override void OnSuspending(Screen next)
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{
Content.FadeOut(300);
base.OnSuspending(next);
}
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protected override bool OnExiting(Screen next)
{
//cancel exiting if we haven't loaded the menu yet.
return !DidLoadMenu;
}
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protected override void OnResuming(Screen last)
{
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if (!(last is MainMenu))
Content.FadeIn(300);
//we also handle the exit transition.
seeya.Play();
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double fadeOutTime = 2000;
Scheduler.AddDelayed(Exit, fadeOutTime);
//don't want to fade out completely else we will stop running updates and shit will hit the fan.
Game.FadeTo(0.01f, fadeOutTime);
base.OnResuming(last);
}
}
}