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osu-lazer/osu.Game/Screens/Menu/Intro.cs

126 lines
3.7 KiB
C#

//Copyright (c) 2007-2016 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.GameModes;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Transformations;
using osu.Game.Graphics.Containers;
using osu.Game.Screens.Backgrounds;
using OpenTK.Graphics;
namespace osu.Game.Screens.Menu
{
class Intro : OsuGameMode
{
private OsuLogo logo;
/// <summary>
/// Whether we have loaded the menu previously.
/// </summary>
internal bool DidLoadMenu;
MainMenu mainMenu;
private AudioSample welcome;
private AudioSample seeya;
private AudioTrack bgm;
internal override bool ShowOverlays => (ParentGameMode as OsuGameMode)?.ShowOverlays ?? false;
protected override BackgroundMode CreateBackground() => new BackgroundModeEmpty();
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
}
}
}
};
}
[BackgroundDependencyLoader]
private void load(AudioManager audio)
{
welcome = audio.Sample.Get(@"welcome");
seeya = audio.Sample.Get(@"seeya");
bgm = audio.Track.Get(@"circles");
bgm.Looping = true;
}
protected override void OnEntering(GameMode last)
{
base.OnEntering(last);
Scheduler.Add(delegate
{
welcome.Play();
Scheduler.AddDelayed(delegate
{
bgm.Start();
mainMenu = new MainMenu();
mainMenu.Preload(Game);
Scheduler.AddDelayed(delegate
{
DidLoadMenu = true;
Push(mainMenu);
}, 2300);
}, 600);
});
logo.ScaleTo(0.4f);
logo.FadeOut();
logo.ScaleTo(1, 4400, EasingTypes.OutQuint);
logo.FadeIn(20000, EasingTypes.OutQuint);
}
protected override void OnSuspending(GameMode next)
{
Content.FadeOut(300);
base.OnSuspending(next);
}
protected override bool OnExiting(GameMode next)
{
//cancel exiting if we haven't loaded the menu yet.
return !DidLoadMenu;
}
protected override void OnResuming(GameMode last)
{
//we also handle the exit transition.
seeya.Play();
double fadeOutTime = (last.LifetimeEnd - Time.Current) + 100;
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);
}
}
}