// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Audio.Sample; using osu.Framework.Audio.Track; using osu.Framework.Configuration; using osu.Framework.Screens; using osu.Framework.Graphics; using osu.Framework.MathUtils; using osu.Game.Beatmaps; using osu.Game.Beatmaps.IO; using osu.Game.Configuration; using osu.Game.Graphics.Containers; using osu.Game.Screens.Backgrounds; namespace osu.Game.Screens.Menu { public class Intro : OsuScreen { private readonly IntroSequence introSequence; private const string menu_music_beatmap_hash = "3c8b1fcc9434dbb29e2fb613d3b9eada9d7bb6c125ceb32396c3b53437280c83"; /// /// Whether we have loaded the menu previously. /// internal bool DidLoadMenu; private MainMenu mainMenu; private SampleChannel welcome; private SampleChannel seeya; internal override bool HasLocalCursorDisplayed => true; internal override bool ShowOverlays => false; protected override BackgroundScreen CreateBackground() => new BackgroundScreenEmpty(); public Intro() { Children = new Drawable[] { new ParallaxContainer { ParallaxAmount = 0.01f, Child = introSequence = new IntroSequence { Blending = BlendingMode.Additive, }, } }; } private Bindable menuVoice; private Bindable menuMusic; private Track track; [BackgroundDependencyLoader] private void load(AudioManager audio, OsuConfigManager config, BeatmapManager beatmaps, Framework.Game game) { menuVoice = config.GetBindable(OsuSetting.MenuVoice); menuMusic = config.GetBindable(OsuSetting.MenuMusic); BeatmapSetInfo setInfo = null; if (!menuMusic) { var sets = beatmaps.GetAllUsableBeatmapSets(); if (sets.Count > 0) setInfo = beatmaps.QueryBeatmapSet(s => s.ID == sets[RNG.Next(0, sets.Count - 1)].ID); } if (setInfo == null) { setInfo = beatmaps.QueryBeatmapSet(b => b.Hash == menu_music_beatmap_hash); 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; } } Beatmap.Value = beatmaps.GetWorkingBeatmap(setInfo.Beatmaps[0]); track = Beatmap.Value.Track; welcome = audio.Sample.Get(@"welcome"); seeya = audio.Sample.Get(@"seeya"); beatmaps.Delete(setInfo); } protected override void OnEntering(Screen last) { base.OnEntering(last); if (menuVoice) welcome.Play(); Scheduler.AddDelayed(delegate { // 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(); LoadComponentAsync(mainMenu = new MainMenu()); Scheduler.AddDelayed(delegate { DidLoadMenu = true; Push(mainMenu); }, 3500); }, 600); introSequence.Start(); } protected override void OnSuspending(Screen next) { Content.FadeOut(300); base.OnSuspending(next); } protected override bool OnExiting(Screen next) { //cancel exiting if we haven't loaded the menu yet. return !DidLoadMenu; } protected override void OnResuming(Screen last) { if (!(last is MainMenu)) Content.FadeIn(300); double fadeOutTime = 2000; //we also handle the exit transition. if (menuVoice) seeya.Play(); else fadeOutTime = 500; Scheduler.AddDelayed(Exit, fadeOutTime); //don't want to fade out completely else we will stop running updates and shit will hit the fan. Game.FadeTo(0.01f, fadeOutTime); base.OnResuming(last); } } }