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This is important when using dynamic compiling to rapidly iterate. Until we actually split projects out into pieces (like the abstract ruleset project we have talked about) there is no advantage to using internal in the osu! game code.
176 lines
5.5 KiB
C#
176 lines
5.5 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.Screens.Backgrounds;
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using OpenTK;
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using OpenTK.Graphics;
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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 const string menu_music_beatmap_hash = "3c8b1fcc9434dbb29e2fb613d3b9eada9d7bb6c125ceb32396c3b53437280c83";
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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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public 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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public override bool HasLocalCursorDisplayed => true;
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public override bool ShowOverlays => false;
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protected override BackgroundScreen CreateBackground() => new BackgroundScreenEmpty();
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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();
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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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}
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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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if (setInfo.Protected)
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beatmaps.Delete(setInfo);
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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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}, delay_step_one);
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}, delay_step_two);
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}
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private const double delay_step_one = 2300;
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private const double delay_step_two = 600;
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public const int EXIT_DELAY = 3000;
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protected override void LogoArriving(OsuLogo logo, bool resuming)
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{
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base.LogoArriving(logo, resuming);
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logo.RelativePositionAxes = Axes.Both;
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logo.Colour = Color4.White;
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logo.Ripple = false;
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const int quick_appear = 350;
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int initialMovementTime = logo.Alpha > 0.2f ? quick_appear : 0;
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logo.MoveTo(new Vector2(0.5f), initialMovementTime, Easing.OutQuint);
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if (!resuming)
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{
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logo.ScaleTo(1);
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logo.FadeIn();
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logo.PlayIntro();
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}
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else
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{
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logo.Triangles = false;
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logo
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.ScaleTo(1, initialMovementTime, Easing.OutQuint)
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.FadeIn(quick_appear, Easing.OutQuint)
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.Then()
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.RotateTo(20, EXIT_DELAY * 1.5f)
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.FadeOut(EXIT_DELAY);
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}
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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 = EXIT_DELAY;
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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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