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Initial redesign following flyte's design
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1cafb09977
commit
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@ -3,10 +3,12 @@
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Localisation;
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using osu.Framework.Threading;
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using osu.Game.Graphics;
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@ -21,7 +23,12 @@ namespace osu.Game.Screens.Play
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/// </summary>
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public partial class DelayedResumeOverlay : ResumeOverlay
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{
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private const double countdown_time = 800;
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private const float outer_size = 200;
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private const float inner_size = 150;
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private const float progress_stroke_width = 7;
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private const float progress_size = inner_size + progress_stroke_width / 2f;
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private const double countdown_time = 3000;
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protected override LocalisableString Message => string.Empty;
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@ -31,9 +38,15 @@ namespace osu.Game.Screens.Play
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private ScheduledDelegate? scheduledResume;
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private int countdownCount = 3;
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private double countdownStartTime;
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private bool countdownComplete;
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private Drawable content = null!;
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private SpriteText countdown = null!;
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private Drawable outerContent = null!;
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private Container innerContent = null!;
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private Container countdownComponents = null!;
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private Drawable countdownBackground = null!;
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private SpriteText countdownText = null!;
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private CircularProgress countdownProgress = null!;
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public DelayedResumeOverlay()
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{
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@ -44,44 +57,48 @@ namespace osu.Game.Screens.Play
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[BackgroundDependencyLoader]
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private void load()
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{
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Add(content = new CircularContainer
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Add(outerContent = new Circle
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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AutoSizeAxes = Axes.Both,
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Masking = true,
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BorderColour = colours.Yellow,
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BorderThickness = 2,
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Children = new Drawable[]
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Size = new Vector2(outer_size),
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Colour = Color4.Black.Opacity(0.25f)
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});
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Add(innerContent = new Container
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Children = new[]
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{
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new Box
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{
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Size = new Vector2(250, 40),
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Colour = Color4.Black,
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Alpha = 0.8f
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},
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new Container
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countdownBackground = new Circle
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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AutoSizeAxes = Axes.Both,
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Size = new Vector2(inner_size),
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Colour = Color4.Black.Opacity(0.25f)
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},
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countdownComponents = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new FillFlowContainer
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countdownProgress = new CircularProgress
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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AutoSizeAxes = Axes.Both,
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Spacing = new Vector2(5),
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Colour = colours.Yellow,
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Child = countdown = new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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UseFullGlyphHeight = false,
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AlwaysPresent = true,
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Font = OsuFont.Numeric.With(size: 20, fixedWidth: true)
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},
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Size = new Vector2(progress_size),
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InnerRadius = progress_stroke_width / progress_size,
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RoundedCaps = true
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},
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countdownText = new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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UseFullGlyphHeight = false,
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AlwaysPresent = true,
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Font = OsuFont.Torus.With(size: 70, weight: FontWeight.Light)
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}
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}
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}
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@ -93,14 +110,26 @@ namespace osu.Game.Screens.Play
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{
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this.FadeIn();
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content.FadeInFromZero(150, Easing.OutQuint);
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content.ScaleTo(new Vector2(1.5f, 1)).Then().ScaleTo(1, 150, Easing.OutElasticQuarter);
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// The transition effects.
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outerContent.FadeIn().ScaleTo(Vector2.Zero).Then().ScaleTo(Vector2.One, 200, Easing.OutQuint);
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innerContent.FadeIn().ScaleTo(Vector2.Zero).Then().ScaleTo(Vector2.One, 400, Easing.OutElasticHalf);
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countdownComponents.FadeOut().Then().Delay(50).FadeTo(1, 100);
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// Reset states for various components.
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countdownBackground.FadeIn();
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countdownText.FadeIn();
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countdownProgress.FadeIn().ScaleTo(1);
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countdownComplete = false;
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countdownCount = 3;
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countdownStartTime = Time.Current;
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scheduledResume?.Cancel();
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scheduledResume = Scheduler.AddDelayed(Resume, countdown_time);
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scheduledResume = Scheduler.AddDelayed(() =>
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{
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countdownComplete = true;
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Resume();
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}, countdown_time);
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}
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protected override void Update()
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@ -114,20 +143,14 @@ namespace osu.Game.Screens.Play
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double amountTimePassed = Math.Min(countdown_time, Time.Current - countdownStartTime) / countdown_time;
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int newCount = 3 - (int)Math.Floor(amountTimePassed * 3);
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if (newCount > 0)
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{
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countdown.Alpha = 1;
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countdown.Text = newCount.ToString();
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}
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else
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countdown.Alpha = 0;
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countdownProgress.Current.Value = amountTimePassed;
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countdownText.Text = Math.Max(1, newCount).ToString();
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countdownProgress.InnerRadius = progress_stroke_width / progress_size / countdownProgress.Scale.X;
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if (newCount != countdownCount)
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if (countdownCount != newCount && newCount > 0)
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{
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if (newCount == 0)
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content.ScaleTo(new Vector2(1.5f, 1), 150, Easing.OutQuint);
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else
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content.ScaleTo(new Vector2(1.05f, 1), 50, Easing.OutQuint).Then().ScaleTo(1, 50, Easing.Out);
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countdownText.ScaleTo(0.25f).Then().ScaleTo(1, 200, Easing.OutQuint);
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outerContent.Delay(25).Then().ScaleTo(1.05f, 100).Then().ScaleTo(1f, 200, Easing.Out);
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}
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countdownCount = newCount;
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@ -135,9 +158,19 @@ namespace osu.Game.Screens.Play
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protected override void PopOut()
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{
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this.Delay(150).FadeOut();
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this.Delay(300).FadeOut();
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content.FadeOut(150, Easing.OutQuint);
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outerContent.FadeOut();
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countdownBackground.FadeOut();
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countdownText.FadeOut();
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if (countdownComplete)
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{
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countdownProgress.ScaleTo(2f, 300, Easing.OutQuint);
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countdownProgress.Delay(200).FadeOut(100, Easing.Out);
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}
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else
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countdownProgress.FadeOut();
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scheduledResume?.Cancel();
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}
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