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osu-lazer/osu.Game/Screens/Menu/Intro.cs
2017-10-05 21:37:37 +03:00

155 lines
4.8 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// 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 = "715a09144f885d746644c1983e285044";
/// <summary>
/// Whether we have loaded the menu previously.
/// </summary>
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<bool> menuVoice;
private Bindable<bool> menuMusic;
private Track track;
[BackgroundDependencyLoader]
private void load(AudioManager audio, OsuConfigManager config, BeatmapManager beatmaps, Framework.Game game)
{
menuVoice = config.GetBindable<bool>(OsuSetting.MenuVoice);
menuMusic = config.GetBindable<bool>(OsuSetting.MenuMusic);
BeatmapSetInfo setInfo = null;
if (!menuMusic)
{
var sets = beatmaps.GetAllUsableBeatmapSets(false);
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;
beatmaps.Delete(setInfo);
}
}
Beatmap.Value = beatmaps.GetWorkingBeatmap(setInfo.Beatmaps[0]);
track = Beatmap.Value.Track;
welcome = audio.Sample.Get(@"welcome");
seeya = audio.Sample.Get(@"seeya");
}
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);
}
}
}