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155 lines
4.8 KiB
C#
155 lines
4.8 KiB
C#
// Copyright (c) 2007-2017 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.Beatmaps.IO;
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using osu.Game.Configuration;
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using osu.Game.Graphics.Containers;
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using osu.Game.Screens.Backgrounds;
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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 readonly IntroSequence introSequence;
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private const string menu_music_beatmap_hash = "715a09144f885d746644c1983e285044";
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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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internal bool DidLoadMenu;
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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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internal override bool HasLocalCursorDisplayed => true;
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internal override bool ShowOverlays => false;
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protected override BackgroundScreen CreateBackground() => new BackgroundScreenEmpty();
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public Intro()
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{
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Children = new Drawable[]
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{
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new ParallaxContainer
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{
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ParallaxAmount = 0.01f,
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Child = introSequence = new IntroSequence
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{
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Blending = BlendingMode.Additive,
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},
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}
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};
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}
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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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[BackgroundDependencyLoader]
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private void load(AudioManager audio, OsuConfigManager config, BeatmapManager beatmaps, Framework.Game game)
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{
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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(false);
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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 OszArchiveReader(game.Resources.GetStream(@"Tracks/circles.osz")));
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setInfo.Protected = true;
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beatmaps.Delete(setInfo);
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}
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}
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Beatmap.Value = beatmaps.GetWorkingBeatmap(setInfo.Beatmaps[0]);
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track = Beatmap.Value.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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protected override void OnEntering(Screen last)
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{
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base.OnEntering(last);
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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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}, 3500);
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}, 600);
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introSequence.Start();
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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 = 2000;
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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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