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osu-lazer/osu.Game/Screens/Play/DelayedResumeOverlay.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 System;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Localisation;
using osu.Framework.Threading;
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using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Overlays;
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using osuTK;
namespace osu.Game.Screens.Play
{
/// <summary>
/// Simple <see cref="ResumeOverlay"/> that resumes after 800ms.
/// </summary>
public partial class DelayedResumeOverlay : ResumeOverlay
{
private const float outer_size = 200;
private const float inner_size = 150;
private const float progress_stroke_width = 7;
private const float progress_size = inner_size + progress_stroke_width / 2f;
private const double countdown_time = 3000;
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protected override LocalisableString Message => string.Empty;
private ScheduledDelegate? scheduledResume;
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private int countdownCount = 3;
private double countdownStartTime;
private bool countdownComplete;
private Drawable outerContent = null!;
private Container innerContent = null!;
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private Container countdownComponents = null!;
private Drawable countdownBackground = null!;
private SpriteText countdownText = null!;
private CircularProgress countdownProgress = null!;
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public DelayedResumeOverlay()
{
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
}
[BackgroundDependencyLoader]
private void load()
{
// todo: this shouldn't define its own colour provider, but nothing in Player screen does, so let's do that for now.
var colourProvider = new OverlayColourProvider(OverlayColourScheme.Blue);
Add(outerContent = new Circle
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(outer_size),
Colour = colourProvider.Background6,
});
Add(innerContent = new Container
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{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Children = new[]
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{
countdownBackground = new Circle
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{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(inner_size),
Colour = colourProvider.Background4,
},
countdownComponents = new Container
{
RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
{
countdownProgress = new CircularProgress
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{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(progress_size),
InnerRadius = progress_stroke_width / progress_size,
RoundedCaps = true
},
countdownText = new OsuSpriteText
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
UseFullGlyphHeight = false,
AlwaysPresent = true,
Font = OsuFont.Torus.With(size: 70, weight: FontWeight.Light)
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}
}
}
}
});
}
protected override void PopIn()
{
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this.FadeIn();
// The transition effects.
outerContent.FadeIn().ScaleTo(Vector2.Zero).Then().ScaleTo(Vector2.One, 200, Easing.OutQuint);
innerContent.FadeIn().ScaleTo(Vector2.Zero).Then().ScaleTo(Vector2.One, 400, Easing.OutElasticHalf);
countdownComponents.FadeOut().Then().Delay(50).FadeTo(1, 100);
// Reset states for various components.
countdownBackground.FadeIn();
countdownText.FadeIn();
countdownProgress.FadeIn().ScaleTo(1);
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countdownComplete = false;
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countdownCount = 3;
countdownStartTime = Time.Current;
scheduledResume?.Cancel();
scheduledResume = Scheduler.AddDelayed(() =>
{
countdownComplete = true;
Resume();
}, countdown_time);
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}
protected override void Update()
{
base.Update();
updateCountdown();
}
private void updateCountdown()
{
double amountTimePassed = Math.Min(countdown_time, Time.Current - countdownStartTime) / countdown_time;
int newCount = 3 - (int)Math.Floor(amountTimePassed * 3);
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countdownProgress.Progress = amountTimePassed;
countdownText.Text = Math.Max(1, newCount).ToString();
countdownProgress.InnerRadius = progress_stroke_width / progress_size / countdownProgress.Scale.X;
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if (countdownCount != newCount && newCount > 0)
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{
countdownText.ScaleTo(0.25f).Then().ScaleTo(1, 200, Easing.OutQuint);
outerContent.Delay(25).Then().ScaleTo(1.05f, 100).Then().ScaleTo(1f, 200, Easing.Out);
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}
countdownCount = newCount;
}
protected override void PopOut()
{
this.Delay(300).FadeOut();
outerContent.FadeOut();
countdownBackground.FadeOut();
countdownText.FadeOut();
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if (countdownComplete)
{
countdownProgress.ScaleTo(2f, 300, Easing.OutQuint);
countdownProgress.Delay(200).FadeOut(100, Easing.Out);
}
else
countdownProgress.FadeOut();
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scheduledResume?.Cancel();
}
}
}