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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.Configuration;
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using osu.Framework.Screens;
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using osu.Framework.Graphics;
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using osu.Framework.MathUtils;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.IO;
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using osu.Game.Configuration;
using osu.Game.Graphics.Containers;
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using osu.Game.Screens.Backgrounds;
using OpenTK;
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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 readonly IntroSequence introSequence;
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private const string menu_music_beatmap_hash = "3c8b1fcc9434dbb29e2fb613d3b9eada9d7bb6c125ceb32396c3b53437280c83";
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/// <summary>
/// Whether we have loaded the menu previously.
/// </summary>
internal bool DidLoadMenu;
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private MainMenu mainMenu;
private SampleChannel welcome;
private SampleChannel seeya;
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public override bool HasLocalCursorDisplayed => true;
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public override bool ShowOverlays => false;
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protected override BackgroundScreen CreateBackground() => new BackgroundScreenEmpty();
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private Bindable<bool> menuVoice;
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private Bindable<bool> menuMusic;
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private Track track;
private readonly ParallaxContainer parallax;
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[BackgroundDependencyLoader]
private void load(AudioManager audio, OsuConfigManager config, BeatmapManager beatmaps, Framework.Game game)
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{
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menuVoice = config.GetBindable<bool>(OsuSetting.MenuVoice);
menuMusic = config.GetBindable<bool>(OsuSetting.MenuMusic);
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BeatmapSetInfo setInfo = null;
if (!menuMusic)
{
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var sets = beatmaps.GetAllUsableBeatmapSets();
if (sets.Count > 0)
setInfo = beatmaps.QueryBeatmapSet(s => s.ID == sets[RNG.Next(0, sets.Count - 1)].ID);
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}
if (setInfo == null)
{
setInfo = beatmaps.QueryBeatmapSet(b => b.Hash == menu_music_beatmap_hash);
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if (setInfo == null)
{
// we need to import the default menu background beatmap
setInfo = beatmaps.Import(new OszArchiveReader(game.Resources.GetStream(@"Tracks/circles.osz")));
setInfo.Protected = true;
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}
}
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Beatmap.Value = beatmaps.GetWorkingBeatmap(setInfo.Beatmaps[0]);
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track = Beatmap.Value.Track;
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welcome = audio.Sample.Get(@"welcome");
seeya = audio.Sample.Get(@"seeya");
if (setInfo.Protected)
beatmaps.Delete(setInfo);
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}
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protected override void OnEntering(Screen last)
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{
base.OnEntering(last);
if (menuVoice)
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welcome.Play();
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Scheduler.AddDelayed(delegate
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{
// Only start the current track if it is the menu music. A beatmap's track is started when entering the Main Manu.
if (menuMusic)
track.Start();
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LoadComponentAsync(mainMenu = new MainMenu());
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Scheduler.AddDelayed(delegate
{
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DidLoadMenu = true;
Push(mainMenu);
}, delay_step_one);
}, delay_step_two);
}
private const double delay_step_one = 2300;
private const double delay_step_two = 600;
public const int EXIT_DELAY = 3000;
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protected override void OnArrivedLogo(OsuLogo logo, bool resuming)
{
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base.OnArrivedLogo(logo, resuming);
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logo.RelativePositionAxes = Axes.Both;
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logo.Triangles = true;
logo.Colour = Color4.White;
logo.Ripple = false;
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const int quick_appear = 350;
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int initialMovementTime = logo.Alpha > 0.2f ? quick_appear : 0;
logo.MoveTo(new Vector2(0.5f), initialMovementTime, Easing.OutQuint);
if (!resuming)
{
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logo.ScaleTo(1);
logo.FadeIn();
logo.PlayIntro();
}
else
{
logo
.ScaleTo(1, initialMovementTime, Easing.OutQuint)
.FadeIn(quick_appear, Easing.OutQuint)
.Then()
.RotateTo(20, EXIT_DELAY * 1.5f)
.FadeOut(EXIT_DELAY);
}
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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);
double fadeOutTime = EXIT_DELAY;
//we also handle the exit transition.
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if (menuVoice)
seeya.Play();
else
fadeOutTime = 500;
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Scheduler.AddDelayed(Exit, fadeOutTime);
//don't want to fade out completely else we will stop running updates and shit will hit the fan.
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Game.FadeTo(0.01f, fadeOutTime);
base.OnResuming(last);
}
}
}