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181 lines
5.7 KiB
C#
181 lines
5.7 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Audio.Track;
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using osu.Framework.Configuration;
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using osu.Framework.Screens;
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using osu.Framework.Graphics;
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using osu.Framework.MathUtils;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.IO.Archives;
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using osu.Game.Screens.Backgrounds;
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using OpenTK;
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using OpenTK.Graphics;
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using osu.Game.Overlays;
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namespace osu.Game.Screens.Menu
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{
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public class Intro : OsuScreen
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{
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private const string menu_music_beatmap_hash = "3c8b1fcc9434dbb29e2fb613d3b9eada9d7bb6c125ceb32396c3b53437280c83";
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/// <summary>
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/// Whether we have loaded the menu previously.
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/// </summary>
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public bool DidLoadMenu;
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private readonly Bindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
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private MainMenu mainMenu;
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private SampleChannel welcome;
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private SampleChannel seeya;
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protected override bool HideOverlaysOnEnter => true;
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protected override OverlayActivation InitialOverlayActivationMode => OverlayActivation.Disabled;
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public override bool CursorVisible => false;
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protected override BackgroundScreen CreateBackground() => new BackgroundScreenEmpty();
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private Bindable<bool> menuVoice;
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private Bindable<bool> menuMusic;
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private Track track;
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private WorkingBeatmap introBeatmap;
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[BackgroundDependencyLoader]
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private void load(AudioManager audio, OsuConfigManager config, BeatmapManager beatmaps, Framework.Game game, BindableBeatmap beatmap)
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{
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this.beatmap.BindTo(beatmap);
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menuVoice = config.GetBindable<bool>(OsuSetting.MenuVoice);
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menuMusic = config.GetBindable<bool>(OsuSetting.MenuMusic);
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BeatmapSetInfo setInfo = null;
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if (!menuMusic)
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{
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var sets = beatmaps.GetAllUsableBeatmapSets();
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if (sets.Count > 0)
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setInfo = beatmaps.QueryBeatmapSet(s => s.ID == sets[RNG.Next(0, sets.Count - 1)].ID);
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}
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if (setInfo == null)
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{
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setInfo = beatmaps.QueryBeatmapSet(b => b.Hash == menu_music_beatmap_hash);
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if (setInfo == null)
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{
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// we need to import the default menu background beatmap
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setInfo = beatmaps.Import(new ZipArchiveReader(game.Resources.GetStream(@"Tracks/circles.osz"), "circles.osz"));
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setInfo.Protected = true;
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beatmaps.Update(setInfo);
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}
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}
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introBeatmap = beatmaps.GetWorkingBeatmap(setInfo.Beatmaps[0]);
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track = introBeatmap.Track;
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welcome = audio.Sample.Get(@"welcome");
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seeya = audio.Sample.Get(@"seeya");
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}
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private const double delay_step_one = 2300;
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private const double delay_step_two = 600;
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public const int EXIT_DELAY = 3000;
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protected override void LogoArriving(OsuLogo logo, bool resuming)
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{
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base.LogoArriving(logo, resuming);
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if (!resuming)
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{
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beatmap.Value = introBeatmap;
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if (menuVoice)
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welcome.Play();
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Scheduler.AddDelayed(delegate
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{
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// Only start the current track if it is the menu music. A beatmap's track is started when entering the Main Manu.
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if (menuMusic)
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track.Start();
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LoadComponentAsync(mainMenu = new MainMenu());
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Scheduler.AddDelayed(delegate
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{
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DidLoadMenu = true;
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Push(mainMenu);
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}, delay_step_one);
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}, delay_step_two);
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}
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logo.RelativePositionAxes = Axes.Both;
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logo.Colour = Color4.White;
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logo.Ripple = false;
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const int quick_appear = 350;
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int initialMovementTime = logo.Alpha > 0.2f ? quick_appear : 0;
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logo.MoveTo(new Vector2(0.5f), initialMovementTime, Easing.OutQuint);
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if (!resuming)
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{
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logo.ScaleTo(1);
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logo.FadeIn();
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logo.PlayIntro();
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}
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else
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{
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logo.Triangles = false;
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logo
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.ScaleTo(1, initialMovementTime, Easing.OutQuint)
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.FadeIn(quick_appear, Easing.OutQuint)
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.Then()
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.RotateTo(20, EXIT_DELAY * 1.5f)
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.FadeOut(EXIT_DELAY);
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}
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}
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protected override void OnSuspending(Screen next)
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{
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Content.FadeOut(300);
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base.OnSuspending(next);
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}
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protected override bool OnExiting(Screen next)
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{
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//cancel exiting if we haven't loaded the menu yet.
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return !DidLoadMenu;
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}
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protected override void OnResuming(Screen last)
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{
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if (!(last is MainMenu))
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Content.FadeIn(300);
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double fadeOutTime = EXIT_DELAY;
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//we also handle the exit transition.
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if (menuVoice)
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seeya.Play();
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else
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fadeOutTime = 500;
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Scheduler.AddDelayed(Exit, fadeOutTime);
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//don't want to fade out completely else we will stop running updates and shit will hit the fan.
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Game.FadeTo(0.01f, fadeOutTime);
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base.OnResuming(last);
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}
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}
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}
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