osu/osu.Game/Screens/Menu/IntroScreen.cs

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// 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.Linq;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
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using osu.Framework.Audio.Track;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
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using osu.Framework.Utils;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
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using osu.Game.IO.Archives;
using osu.Game.Overlays;
using osu.Game.Screens.Backgrounds;
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using osu.Game.Skinning;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Screens.Menu
{
public abstract class IntroScreen : StartupScreen
{
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/// <summary>
/// Whether we have loaded the menu previously.
/// </summary>
public bool DidLoadMenu { get; private set; }
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/// <summary>
/// A hash used to find the associated beatmap if already imported.
/// </summary>
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protected abstract string BeatmapHash { get; }
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/// <summary>
/// A source file to use as an import source if the intro beatmap is not yet present.
/// Should be within the "Tracks" namespace of game resources.
/// </summary>
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protected abstract string BeatmapFile { get; }
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protected IBindable<bool> MenuVoice { get; private set; }
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protected IBindable<bool> MenuMusic { get; private set; }
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private WorkingBeatmap initialBeatmap;
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protected ITrack Track { get; private set; }
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private const int exit_delay = 3000;
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private Sample seeya;
protected virtual string SeeyaSampleName => "Intro/seeya";
private LeasedBindable<WorkingBeatmap> beatmap;
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private MainMenu mainMenu;
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[Resolved]
private AudioManager audio { get; set; }
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[Resolved]
private MusicController musicController { get; set; }
/// <summary>
/// Whether the <see cref="Track"/> is provided by osu! resources, rather than a user beatmap.
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/// Only valid during or after <see cref="LogoArriving"/>.
/// </summary>
protected bool UsingThemedIntro { get; private set; }
[BackgroundDependencyLoader]
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private void load(OsuConfigManager config, SkinManager skinManager, BeatmapManager beatmaps, Framework.Game game)
{
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// prevent user from changing beatmap while the intro is still runnning.
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beatmap = Beatmap.BeginLease(false);
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MenuVoice = config.GetBindable<bool>(OsuSetting.MenuVoice);
MenuMusic = config.GetBindable<bool>(OsuSetting.MenuMusic);
seeya = audio.Samples.Get(SeeyaSampleName);
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BeatmapSetInfo setInfo = null;
// if the user has requested not to play theme music, we should attempt to find a random beatmap from their collection.
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if (!MenuMusic.Value)
{
var sets = beatmaps.GetAllUsableBeatmapSets(IncludedDetails.Minimal);
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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);
initialBeatmap = beatmaps.GetWorkingBeatmap(setInfo.Beatmaps[0]);
}
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}
// we generally want a song to be playing on startup, so use the intro music even if a user has specified not to if no other track is available.
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if (setInfo == null)
{
if (!loadThemedIntro())
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{
// if we detect that the theme track or beatmap is unavailable this is either first startup or things are in a bad state.
// this could happen if a user has nuked their files store. for now, reimport to repair this.
var import = beatmaps.Import(new ZipArchiveReader(game.Resources.GetStream($"Tracks/{BeatmapFile}"), BeatmapFile)).Result;
import.Protected = true;
beatmaps.Update(import);
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loadThemedIntro();
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}
}
bool loadThemedIntro()
{
setInfo = beatmaps.QueryBeatmapSets(b => b.Hash == BeatmapHash, IncludedDetails.AllButRuleset).FirstOrDefault();
if (setInfo == null)
return false;
initialBeatmap = beatmaps.GetWorkingBeatmap(setInfo.Beatmaps[0]);
return UsingThemedIntro = initialBeatmap != null;
}
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}
public override void OnResuming(IScreen last)
{
this.FadeIn(300);
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double fadeOutTime = exit_delay;
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var track = musicController.CurrentTrack;
// ensure the track doesn't change or loop as we are exiting.
track.Looping = false;
Beatmap.Disabled = true;
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// we also handle the exit transition.
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if (MenuVoice.Value)
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{
seeya.Play();
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// if playing the outro voice, we have more time to have fun with the background track.
// initially fade to almost silent then ramp out over the remaining time.
const double initial_fade = 200;
track
.VolumeTo(0.03f, initial_fade).Then()
.VolumeTo(0, fadeOutTime - initial_fade, Easing.In);
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}
else
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{
fadeOutTime = 500;
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// if outro voice is turned off, just do a simple fade out.
track.VolumeTo(0, fadeOutTime, Easing.Out);
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}
//don't want to fade out completely else we will stop running updates.
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Game.FadeTo(0.01f, fadeOutTime).OnComplete(_ => this.Exit());
base.OnResuming(last);
}
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public override void OnSuspending(IScreen next)
{
base.OnSuspending(next);
initialBeatmap = null;
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}
protected override BackgroundScreen CreateBackground() => new BackgroundScreenBlack();
protected virtual void StartTrack()
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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 Menu.
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if (UsingThemedIntro)
Track.Start();
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}
protected override void LogoArriving(OsuLogo logo, bool resuming)
{
base.LogoArriving(logo, resuming);
logo.Colour = Color4.White;
logo.Triangles = false;
logo.Ripple = false;
if (!resuming)
{
beatmap.Value = initialBeatmap;
Track = initialBeatmap.Track;
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// ensure the track starts at maximum volume
musicController.CurrentTrack.FinishTransforms();
logo.MoveTo(new Vector2(0.5f));
logo.ScaleTo(Vector2.One);
logo.Hide();
}
else
{
const int quick_appear = 350;
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var initialMovementTime = logo.Alpha > 0.2f ? quick_appear : 0;
logo.MoveTo(new Vector2(0.5f), initialMovementTime, Easing.OutQuint);
logo
.ScaleTo(1, initialMovementTime, Easing.OutQuint)
.FadeIn(quick_appear, Easing.OutQuint)
.Then()
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.RotateTo(20, exit_delay * 1.5f)
.FadeOut(exit_delay);
}
}
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protected void PrepareMenuLoad() => LoadComponentAsync(mainMenu = new MainMenu());
protected void LoadMenu()
{
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beatmap.Return();
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DidLoadMenu = true;
this.Push(mainMenu);
}
}
}