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osu-lazer/osu.Game/Screens/Play/PauseOverlay.cs

61 lines
2.1 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 System;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Game.Audio;
using osu.Game.Graphics;
using osu.Game.Skinning;
using osuTK.Graphics;
namespace osu.Game.Screens.Play
{
public class PauseOverlay : GameplayMenuOverlay
{
public Action OnResume;
public override string Header => "paused";
public override string Description => "you're not going to do what i think you're going to do, are ya?";
private SkinnableSound pauseLoop;
protected override Action BackAction => () => InternalButtons.Children.First().Click();
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
AddButton("Continue", colours.Green, () => OnResume?.Invoke());
AddButton("Retry", colours.YellowDark, () => OnRetry?.Invoke());
AddButton("Quit", new Color4(170, 27, 39, 255), () => OnQuit?.Invoke());
AddInternal(pauseLoop = new SkinnableSound(new SampleInfo("pause-loop"))
{
Looping = true,
});
// PopIn is called before updating the skin, and when a sample is updated, its "playing" value is reset
// the sample must be played again(and if it plays when it shouldn't, the volume will be at 0)
pauseLoop.OnSkinChanged += () => pauseLoop.Play();
}
protected override void PopIn()
{
base.PopIn();
//SkinnableSound only plays a sound if its aggregate volume is > 0, so the volume must be turned up before playing it
pauseLoop?.TransformBindableTo(pauseLoop.Volume, 0.00001);
pauseLoop?.TransformBindableTo(pauseLoop.Volume, 1.0f, 400, Easing.InQuint);
pauseLoop?.Play();
}
protected override void PopOut()
{
base.PopOut();
pauseLoop?.Stop();
pauseLoop?.TransformBindableTo(pauseLoop.Volume, 0.0f);
}
}
}