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Use new tiered 'back' samples

This commit is contained in:
Jamie Taylor 2023-11-08 22:08:05 +09:00
parent fc1a0cf645
commit 17aa079cb1
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@ -85,7 +85,7 @@ namespace osu.Game.Screens.Menu
private readonly List<MainMenuButton> buttonsTopLevel = new List<MainMenuButton>();
private readonly List<MainMenuButton> buttonsPlay = new List<MainMenuButton>();
private Sample sampleBack;
private Sample sampleBackToLogo;
private readonly LogoTrackingContainer logoTrackingContainer;
@ -104,7 +104,7 @@ namespace osu.Game.Screens.Menu
buttonArea.AddRange(new Drawable[]
{
new MainMenuButton(ButtonSystemStrings.Settings, string.Empty, FontAwesome.Solid.Cog, new Color4(85, 85, 85, 255), () => OnSettings?.Invoke(), -WEDGE_WIDTH, Key.O),
backButton = new MainMenuButton(ButtonSystemStrings.Back, @"button-back-select", OsuIcon.LeftCircle, new Color4(51, 58, 94, 255), () => State = ButtonSystemState.TopLevel,
backButton = new MainMenuButton(ButtonSystemStrings.Back, @"back-to-top", OsuIcon.LeftCircle, new Color4(51, 58, 94, 255), () => State = ButtonSystemState.TopLevel,
-WEDGE_WIDTH)
{
VisibleState = ButtonSystemState.Play,
@ -155,7 +155,7 @@ namespace osu.Game.Screens.Menu
if (idleTracker != null) isIdle.BindTo(idleTracker.IsIdle);
sampleBack = audio.Samples.Get(@"Menu/button-back-select");
sampleBackToLogo = audio.Samples.Get(@"Menu/back-to-logo");
}
private void onMultiplayer()
@ -260,7 +260,9 @@ namespace osu.Game.Screens.Menu
{
case ButtonSystemState.TopLevel:
State = ButtonSystemState.Initial;
sampleBack?.Play();
// Samples are explicitly played here in response to user interaction and not when transitioning due to idle.
sampleBackToLogo?.Play();
return true;
case ButtonSystemState.Play: