mirror of
https://github.com/ppy/osu.git
synced 2024-12-18 08:02:54 +08:00
175 lines
5.5 KiB
C#
175 lines
5.5 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.Screens;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.MathUtils;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Configuration;
|
|
using osu.Game.IO.Archives;
|
|
using osu.Game.Screens.Backgrounds;
|
|
using osuTK;
|
|
using osuTK.Graphics;
|
|
using osu.Game.Overlays;
|
|
|
|
namespace osu.Game.Screens.Menu
|
|
{
|
|
public class Intro : OsuScreen
|
|
{
|
|
private const string menu_music_beatmap_hash = "3c8b1fcc9434dbb29e2fb613d3b9eada9d7bb6c125ceb32396c3b53437280c83";
|
|
|
|
/// <summary>
|
|
/// Whether we have loaded the menu previously.
|
|
/// </summary>
|
|
public bool DidLoadMenu;
|
|
|
|
private MainMenu mainMenu;
|
|
private SampleChannel welcome;
|
|
private SampleChannel seeya;
|
|
|
|
public override bool HideOverlaysOnEnter => true;
|
|
public override OverlayActivation InitialOverlayActivationMode => OverlayActivation.Disabled;
|
|
|
|
public override bool CursorVisible => false;
|
|
|
|
protected override BackgroundScreen CreateBackground() => new BackgroundScreenBlack();
|
|
|
|
private Bindable<bool> menuVoice;
|
|
private Bindable<bool> menuMusic;
|
|
private Track track;
|
|
private WorkingBeatmap introBeatmap;
|
|
|
|
[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.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 == menu_music_beatmap_hash);
|
|
|
|
if (setInfo == null)
|
|
{
|
|
// we need to import the default menu background beatmap
|
|
setInfo = beatmaps.Import(new ZipArchiveReader(game.Resources.GetStream(@"Tracks/circles.osz"), "circles.osz"));
|
|
|
|
setInfo.Protected = true;
|
|
beatmaps.Update(setInfo);
|
|
}
|
|
}
|
|
|
|
introBeatmap = beatmaps.GetWorkingBeatmap(setInfo.Beatmaps[0]);
|
|
track = introBeatmap.Track;
|
|
|
|
welcome = audio.Sample.Get(@"welcome");
|
|
seeya = audio.Sample.Get(@"seeya");
|
|
}
|
|
|
|
private const double delay_step_one = 2300;
|
|
private const double delay_step_two = 600;
|
|
|
|
public const int EXIT_DELAY = 3000;
|
|
|
|
protected override void LogoArriving(OsuLogo logo, bool resuming)
|
|
{
|
|
base.LogoArriving(logo, resuming);
|
|
|
|
if (!resuming)
|
|
{
|
|
Beatmap.Value = introBeatmap;
|
|
|
|
if (menuVoice.Value)
|
|
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.Value)
|
|
track.Start();
|
|
|
|
LoadComponentAsync(mainMenu = new MainMenu());
|
|
|
|
Scheduler.AddDelayed(delegate
|
|
{
|
|
DidLoadMenu = true;
|
|
this.Push(mainMenu);
|
|
}, delay_step_one);
|
|
}, delay_step_two);
|
|
}
|
|
|
|
logo.Colour = Color4.White;
|
|
logo.Ripple = false;
|
|
|
|
const int quick_appear = 350;
|
|
|
|
int initialMovementTime = logo.Alpha > 0.2f ? quick_appear : 0;
|
|
|
|
logo.MoveTo(new Vector2(0.5f), initialMovementTime, Easing.OutQuint);
|
|
|
|
if (!resuming)
|
|
{
|
|
logo.ScaleTo(1);
|
|
logo.FadeIn();
|
|
logo.PlayIntro();
|
|
}
|
|
else
|
|
{
|
|
logo.Triangles = false;
|
|
|
|
logo
|
|
.ScaleTo(1, initialMovementTime, Easing.OutQuint)
|
|
.FadeIn(quick_appear, Easing.OutQuint)
|
|
.Then()
|
|
.RotateTo(20, EXIT_DELAY * 1.5f)
|
|
.FadeOut(EXIT_DELAY);
|
|
}
|
|
}
|
|
|
|
public override void OnSuspending(IScreen next)
|
|
{
|
|
this.FadeOut(300);
|
|
base.OnSuspending(next);
|
|
}
|
|
|
|
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;
|
|
|
|
Scheduler.AddDelayed(this.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);
|
|
}
|
|
}
|
|
}
|