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Improve exit procedure.
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parent
0b922365bb
commit
9e8b4d43dd
@ -235,17 +235,14 @@ namespace osu.Game
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ModeChanged?.Invoke(newMode);
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ModeChanged?.Invoke(newMode);
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if (newMode == null)
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if (newMode == null)
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Host.Exit();
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Exit();
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}
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}
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protected override bool OnExiting()
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protected override bool OnExiting()
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{
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{
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if (!intro.DidLoadMenu || intro.ChildGameMode != null)
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if (!intro.DidLoadMenu || intro.ChildGameMode != null)
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{
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{
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Scheduler.Add(delegate
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Scheduler.Add(intro.MakeCurrent);
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{
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intro.MakeCurrent();
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});
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return true;
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return true;
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}
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}
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@ -218,6 +218,7 @@ namespace osu.Game.Screens.Menu
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switch (state)
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switch (state)
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{
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{
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case MenuState.Exit:
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case MenuState.Initial:
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case MenuState.Initial:
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toolbar?.Hide();
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toolbar?.Hide();
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@ -233,6 +234,12 @@ namespace osu.Game.Screens.Menu
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foreach (Button b in buttonsPlay)
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foreach (Button b in buttonsPlay)
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b.State = ButtonState.Contracted;
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b.State = ButtonState.Contracted;
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if (state == MenuState.Exit)
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{
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osuLogo.RotateTo(20, EXIT_DELAY * 1.5f);
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osuLogo.FadeOut(EXIT_DELAY);
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}
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break;
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break;
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case MenuState.TopLevel:
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case MenuState.TopLevel:
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buttonArea.Flush(true);
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buttonArea.Flush(true);
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@ -276,21 +283,6 @@ namespace osu.Game.Screens.Menu
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foreach (Button b in buttonsPlay)
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foreach (Button b in buttonsPlay)
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b.State = ButtonState.Contracted;
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b.State = ButtonState.Contracted;
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break;
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break;
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case MenuState.Exit:
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buttonArea.FadeOut(200);
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foreach (Button b in buttonsTopLevel)
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b.State = ButtonState.Contracted;
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foreach (Button b in buttonsPlay)
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b.State = ButtonState.Contracted;
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osuLogo.Delay(150);
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osuLogo.ScaleTo(1f, EXIT_DELAY * 1.5f);
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osuLogo.RotateTo(20, EXIT_DELAY * 1.5f);
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osuLogo.FadeOut(EXIT_DELAY);
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break;
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}
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}
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backButton.State = state == MenuState.Play ? ButtonState.Expanded : ButtonState.Contracted;
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backButton.State = state == MenuState.Play ? ButtonState.Expanded : ButtonState.Contracted;
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@ -109,10 +109,13 @@ namespace osu.Game.Screens.Menu
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protected override void OnResuming(GameMode last)
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protected override void OnResuming(GameMode last)
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{
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{
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if (!(last is MainMenu))
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Content.FadeIn(300);
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//we also handle the exit transition.
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//we also handle the exit transition.
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seeya.Play();
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seeya.Play();
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double fadeOutTime = (last.LifetimeEnd - Time.Current) + 100;
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double fadeOutTime = 2000;
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Scheduler.AddDelayed(Exit, fadeOutTime);
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Scheduler.AddDelayed(Exit, fadeOutTime);
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@ -95,7 +95,7 @@ namespace osu.Game.Screens.Menu
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protected override bool OnExiting(GameMode next)
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protected override bool OnExiting(GameMode next)
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{
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{
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buttons.State = MenuState.Exit;
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buttons.State = MenuState.Exit;
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Content.FadeOut(ButtonSystem.EXIT_DELAY);
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Content.FadeOut(3000);
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return base.OnExiting(next);
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return base.OnExiting(next);
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}
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}
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}
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}
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