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osu-lazer/osu.Game/Screens/Menu/IntroScreen.cs
2019-09-23 20:52:44 +08:00

194 lines
5.9 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Audio.Track;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.MathUtils;
using osu.Framework.Screens;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.IO.Archives;
using osu.Game.Screens.Backgrounds;
using osu.Game.Skinning;
using osu.Game.Online.API;
using osu.Game.Users;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Screens.Menu
{
public abstract class IntroScreen : StartupScreen
{
protected abstract string BeatmapHash { get; }
protected abstract string BeatmapFile { get; }
private readonly BindableDouble exitingVolumeFade = new BindableDouble(1);
public const int EXIT_DELAY = 3000;
[Resolved]
private AudioManager audio { get; set; }
protected SampleChannel Welcome;
private SampleChannel seeya;
protected Bindable<bool> MenuVoice;
protected Bindable<bool> MenuMusic;
protected Track Track;
protected WorkingBeatmap IntroBeatmap;
private LeasedBindable<WorkingBeatmap> beatmap;
public new Bindable<WorkingBeatmap> Beatmap => beatmap;
protected Bindable<User> User;
protected Bindable<Skin> Skin;
protected override BackgroundScreen CreateBackground() => new BackgroundScreenBlack();
[BackgroundDependencyLoader]
private void load(OsuConfigManager config, IAPIProvider api, SkinManager skinManager, BeatmapManager beatmaps, Framework.Game game)
{
// prevent user from changing beatmap while the intro is still runnning.
beatmap = base.Beatmap.BeginLease(false);
MenuVoice = config.GetBindable<bool>(OsuSetting.MenuVoice);
MenuMusic = config.GetBindable<bool>(OsuSetting.MenuMusic);
User = api.LocalUser.GetBoundCopy();
Skin = skinManager.CurrentSkin.GetBoundCopy();
Skin.BindValueChanged(_ => updateSeeya(), true);
BeatmapSetInfo setInfo = null;
if (!MenuMusic.Value)
{
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 == BeatmapHash);
if (setInfo == null)
{
// we need to import the default menu background beatmap
setInfo = beatmaps.Import(new ZipArchiveReader(game.Resources.GetStream($"Tracks/{BeatmapFile}"), BeatmapFile)).Result;
setInfo.Protected = true;
beatmaps.Update(setInfo);
}
}
IntroBeatmap = beatmaps.GetWorkingBeatmap(setInfo.Beatmaps[0]);
Track = IntroBeatmap.Track;
}
private void updateSeeya()
{
if (User.Value?.IsSupporter ?? false)
seeya = Skin.Value.GetSample(new SampleInfo("seeya")) ?? audio.Samples.Get(@"seeya");
else
seeya = audio.Samples.Get(@"seeya");
}
protected void SetWelcome()
{
if (User.Value?.IsSupporter ?? false)
Welcome = Skin.Value.GetSample(new SampleInfo("welcome")) ?? audio.Samples.Get(@"welcome");
else
Welcome = audio.Samples.Get(@"welcome");
}
/// <summary>
/// Whether we have loaded the menu previously.
/// </summary>
public bool DidLoadMenu { get; private set; }
public override bool OnExiting(IScreen next)
{
//cancel exiting if we haven't loaded the menu yet.
return !DidLoadMenu;
}
public override void OnResuming(IScreen last)
{
this.FadeIn(300);
double fadeOutTime = EXIT_DELAY;
//we also handle the exit transition.
if (MenuVoice.Value)
seeya.Play();
else
fadeOutTime = 500;
audio.AddAdjustment(AdjustableProperty.Volume, exitingVolumeFade);
this.TransformBindableTo(exitingVolumeFade, 0, fadeOutTime).OnComplete(_ => this.Exit());
//don't want to fade out completely else we will stop running updates.
Game.FadeTo(0.01f, fadeOutTime);
base.OnResuming(last);
}
protected override void LogoArriving(OsuLogo logo, bool resuming)
{
base.LogoArriving(logo, resuming);
logo.Colour = Color4.White;
logo.Triangles = false;
logo.Ripple = false;
if (!resuming)
{
logo.MoveTo(new Vector2(0.5f));
logo.ScaleTo(Vector2.One);
logo.Hide();
}
else
{
const int quick_appear = 350;
int initialMovementTime = logo.Alpha > 0.2f ? quick_appear : 0;
logo.MoveTo(new Vector2(0.5f), initialMovementTime, Easing.OutQuint);
logo
.ScaleTo(1, initialMovementTime, Easing.OutQuint)
.FadeIn(quick_appear, Easing.OutQuint)
.Then()
.RotateTo(20, EXIT_DELAY * 1.5f)
.FadeOut(EXIT_DELAY);
}
}
private MainMenu mainMenu;
protected void PrepareMenuLoad()
{
LoadComponentAsync(mainMenu = new MainMenu());
}
protected void LoadMenu()
{
beatmap.Return();
DidLoadMenu = true;
this.Push(mainMenu);
}
}
}