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

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System;
using JetBrains.Annotations;
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using osu.Framework.Allocation;
using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Textures;
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using osu.Framework.Logging;
using osu.Framework.Screens;
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using osu.Framework.Timing;
using osu.Framework.Utils;
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using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.Sprites;
using osu.Game.Rulesets;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Screens.Menu
{
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public partial class IntroTriangles : IntroScreen
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{
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protected override string BeatmapHash => "a1556d0801b3a6b175dda32ef546f0ec812b400499f575c44fccbe9c67f9b1e5";
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protected override string BeatmapFile => "triangles.osz";
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[Resolved]
private AudioManager audio { get; set; }
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private Sample welcome;
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private TrianglesIntroSequence intro;
public IntroTriangles([CanBeNull] Func<MainMenu> createNextScreen = null)
: base(createNextScreen)
{
}
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[BackgroundDependencyLoader]
private void load()
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{
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if (MenuVoice.Value)
welcome = audio.Samples.Get(@"Intro/welcome");
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}
protected override void LogoArriving(OsuLogo logo, bool resuming)
{
base.LogoArriving(logo, resuming);
if (!resuming)
{
PrepareMenuLoad();
var decouplingClock = new DecouplingFramedClock(UsingThemedIntro ? Track : null);
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LoadComponentAsync(intro = new TrianglesIntroSequence(logo, () => FadeInBackground())
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{
RelativeSizeAxes = Axes.Both,
Clock = new InterpolatingFramedClock(decouplingClock),
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LoadMenu = LoadMenu
}, _ =>
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{
AddInternal(intro);
// There is a chance that the intro timed out before being displayed, and this scheduled callback could
// happen during the outro rather than intro.
// In such a scenario, we don't want to play the intro sample, nor attempt to start the intro track
// (that may have already been since disposed by MusicController).
if (DidLoadMenu)
return;
if (!UsingThemedIntro)
{
// If the user has requested no theme, fallback to the same intro voice and delay as IntroCircles.
// The triangles intro voice and theme are combined which makes it impossible to use.
welcome?.Play();
Scheduler.AddDelayed(StartTrack, IntroCircles.TRACK_START_DELAY);
}
else
StartTrack();
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// no-op for the case of themed intro, no harm in calling for both scenarios as a safety measure.
decouplingClock.Start();
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});
}
}
public override void OnSuspending(ScreenTransitionEvent e)
{
base.OnSuspending(e);
// important as there is a clock attached to a track which will likely be disposed before returning to this screen.
intro.Expire();
}
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private partial class TrianglesIntroSequence : CompositeDrawable
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{
private readonly OsuLogo logo;
private readonly Action showBackgroundAction;
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private OsuSpriteText welcomeText;
private RulesetFlow rulesets;
private Container rulesetsScale;
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private Container logoContainerSecondary;
private LazerLogo lazerLogo;
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private GlitchingTriangles triangles;
public Action LoadMenu;
public TrianglesIntroSequence(OsuLogo logo, Action showBackgroundAction)
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{
this.logo = logo;
this.showBackgroundAction = showBackgroundAction;
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}
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[Resolved]
private OsuGameBase game { get; set; }
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[BackgroundDependencyLoader]
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private void load()
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{
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InternalChildren = new Drawable[]
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{
triangles = new GlitchingTriangles
{
Alpha = 0,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(0.4f, 0.16f)
},
welcomeText = new OsuSpriteText
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Padding = new MarginPadding { Bottom = 10 },
Font = OsuFont.GetFont(weight: FontWeight.Light, size: 42),
Alpha = 1,
Spacing = new Vector2(5),
},
rulesetsScale = new Container
{
RelativeSizeAxes = Axes.Both,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Children = new Drawable[]
{
rulesets = new RulesetFlow()
}
},
logoContainerSecondary = new Container
{
RelativeSizeAxes = Axes.Both,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
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Child = lazerLogo = new LazerLogo
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{
Anchor = Anchor.Centre,
Origin = Anchor.Centre
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}
},
};
}
private const double text_1 = 200;
private const double text_2 = 400;
private const double text_3 = 700;
private const double text_4 = 900;
private const double text_glitch = 1060;
private const double rulesets_1 = 1450;
private const double rulesets_2 = 1650;
private const double rulesets_3 = 1850;
private const double logo_scale_duration = 920;
private const double logo_1 = 2080;
private const double logo_2 = logo_1 + logo_scale_duration;
protected override void LoadComplete()
{
base.LoadComplete();
const float scale_start = 1.2f;
const float scale_adjust = 0.8f;
rulesets.Hide();
lazerLogo.Hide();
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using (BeginAbsoluteSequence(0))
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{
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using (BeginDelayedSequence(text_1))
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welcomeText.FadeIn().OnComplete(t => t.Text = "wel");
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using (BeginDelayedSequence(text_2))
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welcomeText.FadeIn().OnComplete(t => t.Text = "welcome");
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using (BeginDelayedSequence(text_3))
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welcomeText.FadeIn().OnComplete(t => t.Text = "welcome to");
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using (BeginDelayedSequence(text_4))
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{
welcomeText.FadeIn().OnComplete(t => t.Text = "welcome to osu!");
welcomeText.TransformTo(nameof(welcomeText.Spacing), new Vector2(50, 0), 5000);
}
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using (BeginDelayedSequence(text_glitch))
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triangles.FadeIn();
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using (BeginDelayedSequence(rulesets_1))
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{
rulesetsScale.ScaleTo(0.8f, 1000);
rulesets.FadeIn().ScaleTo(1).TransformSpacingTo(new Vector2(200, 0));
welcomeText.FadeOut().Expire();
triangles.FadeOut().Expire();
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}
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using (BeginDelayedSequence(rulesets_2))
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{
rulesets.ScaleTo(2).TransformSpacingTo(new Vector2(30, 0));
}
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using (BeginDelayedSequence(rulesets_3))
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{
rulesets.ScaleTo(4).TransformSpacingTo(new Vector2(10, 0));
rulesetsScale.ScaleTo(1.3f, 1000);
}
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using (BeginDelayedSequence(logo_1))
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{
rulesets.FadeOut();
// matching flyte curve y = 0.25x^2 + (max(0, x - 0.7) / 0.3) ^ 5
lazerLogo.FadeIn().ScaleTo(scale_start).Then().Delay(logo_scale_duration * 0.7f).ScaleTo(scale_start - scale_adjust, logo_scale_duration * 0.3f, Easing.InQuint);
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lazerLogo.TransformTo(nameof(LazerLogo.Progress), 1f, logo_scale_duration);
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logoContainerSecondary.ScaleTo(scale_start).Then().ScaleTo(scale_start - scale_adjust * 0.25f, logo_scale_duration, Easing.InQuad);
}
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using (BeginDelayedSequence(logo_2))
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{
lazerLogo.FadeOut().OnComplete(_ =>
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{
logoContainerSecondary.Remove(lazerLogo, true);
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logo.FadeIn();
showBackgroundAction();
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game.Add(new GameWideFlash());
LoadMenu();
});
}
}
}
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private partial class GameWideFlash : Box
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{
private const double flash_length = 1000;
public GameWideFlash()
{
Colour = Color4.White;
RelativeSizeAxes = Axes.Both;
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Blending = BlendingParameters.Additive;
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}
protected override void LoadComplete()
{
base.LoadComplete();
this.FadeOutFromOne(flash_length, Easing.Out);
}
}
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private partial class LazerLogo : CompositeDrawable
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{
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private LogoAnimation highlight, background;
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public float Progress
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{
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get => background.AnimationProgress;
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set
{
background.AnimationProgress = value;
highlight.AnimationProgress = value;
}
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}
public LazerLogo()
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{
Size = new Vector2(960);
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}
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[BackgroundDependencyLoader]
private void load(LargeTextureStore textures)
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{
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InternalChildren = new Drawable[]
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{
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highlight = new LogoAnimation
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{
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RelativeSizeAxes = Axes.Both,
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Texture = textures.Get(@"Intro/Triangles/logo-highlight"),
Colour = Color4.White,
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},
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background = new LogoAnimation
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{
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RelativeSizeAxes = Axes.Both,
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Texture = textures.Get(@"Intro/Triangles/logo-background"),
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Colour = OsuColour.Gray(0.6f),
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},
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};
}
}
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private partial class RulesetFlow : FillFlowContainer
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{
[BackgroundDependencyLoader]
private void load(RulesetStore rulesets)
{
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AutoSizeAxes = Axes.Both;
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
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foreach (var ruleset in rulesets.AvailableRulesets)
{
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try
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{
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var icon = new ConstrainedIconContainer
{
Icon = ruleset.CreateInstance().CreateIcon(),
Size = new Vector2(30),
};
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Add(icon);
}
catch
{
Logger.Log($"Could not create ruleset icon for {ruleset.Name}. Please check for an update from the developer.", level: LogLevel.Error);
}
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}
}
}
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private partial class GlitchingTriangles : CompositeDrawable
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{
public GlitchingTriangles()
{
RelativeSizeAxes = Axes.Both;
}
private double? lastGenTime;
private const double time_between_triangles = 22;
protected override void Update()
{
base.Update();
if (lastGenTime == null || Time.Current - lastGenTime > time_between_triangles)
{
lastGenTime = (lastGenTime ?? Time.Current) + time_between_triangles;
Drawable triangle = new OutlineTriangle(RNG.NextBool(), (RNG.NextSingle() + 0.2f) * 80)
{
RelativePositionAxes = Axes.Both,
Position = new Vector2(RNG.NextSingle(), RNG.NextSingle()),
};
AddInternal(triangle);
triangle.FadeOutFromOne(120);
}
}
/// <summary>
/// Represents a sprite that is drawn in a triangle shape, instead of a rectangle shape.
/// </summary>
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public partial class OutlineTriangle : BufferedContainer
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{
public OutlineTriangle(bool outlineOnly, float size)
: base(cachedFrameBuffer: true)
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{
Size = new Vector2(size);
InternalChildren = new Drawable[]
{
new Triangle { RelativeSizeAxes = Axes.Both },
};
if (outlineOnly)
{
AddInternal(new Triangle
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Colour = Color4.Black,
Size = new Vector2(size - 5),
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Blending = BlendingParameters.None,
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});
}
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Blending = BlendingParameters.Additive;
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}
}
}
}
}
}