mirror of
https://github.com/ppy/osu.git
synced 2024-12-16 00:02:54 +08:00
5f53426a9a
Welcome back BeatmapManager
168 lines
5.3 KiB
C#
168 lines
5.3 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;
|
|
using OpenTK.Graphics;
|
|
|
|
namespace osu.Game.Screens.Menu
|
|
{
|
|
public class Intro : OsuScreen
|
|
{
|
|
private readonly OsuLogo logo;
|
|
|
|
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,
|
|
Children = new Drawable[]
|
|
{
|
|
logo = new OsuLogo
|
|
{
|
|
Alpha = 0,
|
|
Triangles = false,
|
|
BlendingMode = BlendingMode.Additive,
|
|
Interactive = false,
|
|
Colour = Color4.DarkGray,
|
|
Ripple = false
|
|
}
|
|
}
|
|
}
|
|
};
|
|
}
|
|
|
|
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);
|
|
}, 2300);
|
|
}, 600);
|
|
|
|
logo.ScaleTo(0.4f);
|
|
logo.FadeOut();
|
|
|
|
logo.ScaleTo(1, 4400, Easing.OutQuint);
|
|
logo.FadeIn(20000, Easing.OutQuint);
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|