2019-01-24 16:43:03 +08:00
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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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2018-04-13 17:19:50 +08:00
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2022-06-17 15:37:17 +08:00
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#nullable disable
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2023-11-08 11:37:29 +08:00
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using System.Diagnostics;
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2020-10-31 05:40:24 +08:00
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using System.Threading;
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2016-11-09 07:13:20 +08:00
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using osu.Framework.Allocation;
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2019-02-21 18:04:31 +08:00
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using osu.Framework.Bindables;
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2017-06-26 18:06:08 +08:00
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using osu.Framework.Graphics;
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2022-07-08 00:39:09 +08:00
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using osu.Framework.Logging;
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2023-11-16 14:37:53 +08:00
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using osu.Framework.Platform;
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using osu.Framework.Screens;
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2017-12-31 05:40:28 +08:00
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using osu.Framework.Threading;
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using osu.Framework.Utils;
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2019-09-24 17:42:06 +08:00
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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2016-11-23 10:59:50 +08:00
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using osu.Game.Graphics.Backgrounds;
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2018-12-27 16:25:28 +08:00
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using osu.Game.Online.API;
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2021-11-04 17:02:44 +08:00
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using osu.Game.Online.API.Requests.Responses;
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2018-12-27 16:25:28 +08:00
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using osu.Game.Skinning;
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2018-04-13 17:19:50 +08:00
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2016-11-14 16:23:33 +08:00
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namespace osu.Game.Screens.Backgrounds
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{
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public partial class BackgroundScreenDefault : BackgroundScreen
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{
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private Background background;
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2017-06-26 18:06:08 +08:00
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private int currentDisplay;
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private const int background_count = 8;
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private IBindable<APIUser> user;
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private Bindable<Skin> skin;
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private Bindable<BackgroundSource> source;
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2020-07-03 01:12:45 +08:00
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private Bindable<IntroSequence> introSequence;
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2020-10-30 00:43:10 +08:00
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private readonly SeasonalBackgroundLoader seasonalBackgroundLoader = new SeasonalBackgroundLoader();
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[Resolved]
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private IBindable<WorkingBeatmap> beatmap { get; set; }
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[Resolved]
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private GameHost gameHost { get; set; }
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2021-06-03 13:24:21 +08:00
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protected virtual bool AllowStoryboardBackground => true;
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2016-11-12 18:44:16 +08:00
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[BackgroundDependencyLoader]
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private void load(IAPIProvider api, SkinManager skinManager, OsuConfigManager config)
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{
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user = api.LocalUser.GetBoundCopy();
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skin = skinManager.CurrentSkin.GetBoundCopy();
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source = config.GetBindable<BackgroundSource>(OsuSetting.MenuBackgroundSource);
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introSequence = config.GetBindable<IntroSequence>(OsuSetting.IntroSequence);
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2020-10-31 21:51:31 +08:00
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AddInternal(seasonalBackgroundLoader);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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user.ValueChanged += _ => Scheduler.AddOnce(next);
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skin.ValueChanged += _ => Scheduler.AddOnce(next);
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source.ValueChanged += _ => Scheduler.AddOnce(next);
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beatmap.ValueChanged += _ => Scheduler.AddOnce(next);
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introSequence.ValueChanged += _ => Scheduler.AddOnce(next);
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seasonalBackgroundLoader.SeasonalBackgroundChanged += () => Scheduler.AddOnce(next);
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2024-05-01 00:05:14 +08:00
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currentDisplay = RNG.Next(0, background_count);
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Next();
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// helper function required for AddOnce usage.
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void next() => Next();
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}
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2023-11-11 07:56:16 +08:00
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private ScheduledDelegate storyboardUnloadDelegate;
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public override void OnSuspending(ScreenTransitionEvent e)
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{
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var backgroundScreenStack = Parent as BackgroundScreenStack;
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Debug.Assert(backgroundScreenStack != null);
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if (background is BeatmapBackgroundWithStoryboard storyboardBackground)
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storyboardUnloadDelegate = gameHost.UpdateThread.Scheduler.AddDelayed(storyboardBackground.UnloadStoryboard, TRANSITION_LENGTH);
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base.OnSuspending(e);
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}
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public override void OnResuming(ScreenTransitionEvent e)
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{
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if (background is BeatmapBackgroundWithStoryboard storyboardBackground)
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{
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if (storyboardUnloadDelegate?.Completed == false)
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storyboardUnloadDelegate.Cancel();
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else
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storyboardBackground.LoadStoryboard();
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storyboardUnloadDelegate = null;
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}
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base.OnResuming(e);
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}
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2017-12-31 05:40:28 +08:00
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private ScheduledDelegate nextTask;
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private CancellationTokenSource cancellationTokenSource;
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2021-06-07 16:22:30 +08:00
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/// <summary>
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/// Request loading the next background.
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/// </summary>
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/// <returns>Whether a new background was queued for load. May return false if the current background is still valid.</returns>
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public virtual bool Next()
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{
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var nextBackground = createBackground();
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// in the case that the background hasn't changed, we want to avoid cancelling any tasks that could still be loading.
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if (nextBackground == background)
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return false;
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2023-06-12 16:12:18 +08:00
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Logger.Log(@"🌅 Global background change queued");
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2020-10-31 05:40:24 +08:00
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cancellationTokenSource?.Cancel();
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cancellationTokenSource = new CancellationTokenSource();
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2021-06-07 16:22:30 +08:00
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nextTask?.Cancel();
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nextTask = Scheduler.AddDelayed(() =>
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{
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Logger.Log(@"🌅 Global background loading");
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LoadComponentAsync(nextBackground, displayNext, cancellationTokenSource.Token);
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2022-11-04 16:19:03 +08:00
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}, 500);
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2018-12-27 16:25:28 +08:00
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2021-06-07 16:22:30 +08:00
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return true;
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}
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2020-10-31 00:16:51 +08:00
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2021-06-07 16:22:30 +08:00
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private void displayNext(Background newBackground)
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{
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2022-11-04 16:36:11 +08:00
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background?.FadeOut(800, Easing.OutQuint);
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2021-06-07 16:22:30 +08:00
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background?.Expire();
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2020-10-31 00:16:51 +08:00
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2021-06-07 16:22:30 +08:00
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AddInternal(background = newBackground);
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currentDisplay++;
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}
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2020-07-03 01:12:45 +08:00
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2021-06-07 16:22:30 +08:00
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private Background createBackground()
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{
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// seasonal background loading gets highest priority.
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Background newBackground = seasonalBackgroundLoader.LoadNextBackground();
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2020-07-03 01:12:45 +08:00
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2021-06-07 16:22:30 +08:00
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if (newBackground == null && user.Value?.IsSupporter == true)
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{
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switch (source.Value)
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{
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2019-11-22 01:38:31 +08:00
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case BackgroundSource.Beatmap:
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2021-06-02 15:51:43 +08:00
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case BackgroundSource.BeatmapWithStoryboard:
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{
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2022-07-08 00:39:09 +08:00
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if (source.Value == BackgroundSource.BeatmapWithStoryboard && AllowStoryboardBackground)
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2021-06-07 16:32:04 +08:00
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newBackground = new BeatmapBackgroundWithStoryboard(beatmap.Value, getBackgroundTextureName());
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newBackground ??= new BeatmapBackground(beatmap.Value, getBackgroundTextureName());
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2019-09-24 17:42:06 +08:00
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break;
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2021-06-07 16:22:30 +08:00
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}
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2021-06-09 04:04:59 +08:00
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case BackgroundSource.Skin:
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switch (skin.Value)
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{
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case TrianglesSkin:
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case ArgonSkin:
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case DefaultLegacySkin:
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// default skins should use the default background rotation, which won't be the case if a SkinBackground is created for them.
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break;
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default:
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newBackground = new SkinBackground(skin.Value, getBackgroundTextureName());
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break;
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}
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2021-06-09 13:59:47 +08:00
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2021-06-09 04:04:59 +08:00
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break;
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2019-09-24 17:42:06 +08:00
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}
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}
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2018-12-27 16:25:28 +08:00
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2021-06-09 04:26:15 +08:00
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// this method is called in many cases where the background might not necessarily need to change.
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// if an equivalent background is currently being shown, we don't want to load it again.
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if (newBackground?.Equals(background) == true)
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return background;
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2021-06-07 16:22:30 +08:00
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newBackground ??= new Background(getBackgroundTextureName());
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2019-03-20 14:13:59 +08:00
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newBackground.Depth = currentDisplay;
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2018-12-27 16:25:28 +08:00
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2019-03-20 14:13:59 +08:00
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return newBackground;
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2016-10-06 22:32:35 +08:00
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}
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2018-12-27 16:25:28 +08:00
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2021-06-07 16:22:30 +08:00
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private string getBackgroundTextureName()
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{
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switch (introSequence.Value)
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{
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case IntroSequence.Welcome:
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return @"Intro/Welcome/menu-background";
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default:
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return $@"Menu/menu-background-{currentDisplay % background_count + 1}";
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}
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}
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2016-10-06 22:32:35 +08:00
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}
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2017-06-26 22:05:35 +08:00
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}
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