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osu-lazer/osu.Game/Screens/Edit/EditorLoader.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 JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Screens;
using osu.Framework.Threading;
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using osu.Game.Beatmaps;
using osu.Game.Screens.Menu;
namespace osu.Game.Screens.Edit
{
/// <summary>
/// Transition screen for the editor.
/// Used to avoid backing out to main menu/song select when switching difficulties from within the editor.
/// </summary>
public class EditorLoader : OsuScreen
{
public override float BackgroundParallaxAmount => 0.1f;
public override bool AllowBackButton => false;
public override bool HideOverlaysOnEnter => true;
public override bool DisallowExternalBeatmapRulesetChanges => true;
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[Resolved]
private BeatmapManager beatmapManager { get; set; }
[CanBeNull]
private ScheduledDelegate scheduledDifficultySwitch;
protected override void LogoArriving(OsuLogo logo, bool resuming)
{
base.LogoArriving(logo, resuming);
// the push cannot happen in OnEntering() or similar (even if scheduled), because the transition from main menu will look bad.
// that is because this screen pushing the editor makes it no longer current, and OsuScreen checks if the screen is current
// before enqueueing this screen's LogoArriving onto the logo animation sequence.
logo.Delay(300).Schedule(pushEditor);
}
private void pushEditor()
{
this.Push(new Editor(this));
ValidForResume = false;
}
public void ScheduleDifficultySwitch(BeatmapInfo beatmapInfo)
{
CancelDifficultySwitch();
scheduledDifficultySwitch = Schedule(() =>
{
Beatmap.Value = beatmapManager.GetWorkingBeatmap(beatmapInfo);
pushEditor();
});
}
public void CancelDifficultySwitch() => scheduledDifficultySwitch?.Cancel();
}
}