Fix osu! logo on main menu ending up in the wrong place

Also switch to using BeginDelayedSequence where possible.
This commit is contained in:
Dean Herbert 2017-07-11 13:20:17 +09:00
parent 2d21a7d2bf
commit a9c50786b2

View File

@ -213,88 +213,89 @@ namespace osu.Game.Screens.Menu
backButton.ContractStyle = 0; backButton.ContractStyle = 0;
settingsButton.ContractStyle = 0; settingsButton.ContractStyle = 0;
switch (state) bool fromInitial = lastState == MenuState.Initial;
if (state == MenuState.TopLevel)
buttonArea.Flush(true);
using (buttonArea.BeginDelayedSequence(fromInitial ? 150 : 0, true))
{ {
case MenuState.Exit: switch (state)
case MenuState.Initial: {
toolbar?.Hide(); case MenuState.Exit:
case MenuState.Initial:
toolbar?.Hide();
buttonAreaBackground.ScaleTo(Vector2.One, 500, EasingTypes.Out); buttonAreaBackground.ScaleTo(Vector2.One, 500, EasingTypes.Out);
buttonArea.FadeOut(300); buttonArea.FadeOut(300);
osuLogo.Delay(150); using (osuLogo.BeginDelayedSequence(150))
osuLogo.MoveTo(Vector2.Zero, 800, EasingTypes.OutExpo); {
osuLogo.ScaleTo(1, 800, EasingTypes.OutExpo); osuLogo.MoveTo(Vector2.Zero, 800, EasingTypes.OutExpo);
osuLogo.ScaleTo(1, 800, EasingTypes.OutExpo);
}
foreach (Button b in buttonsTopLevel) foreach (Button b in buttonsTopLevel)
b.State = ButtonState.Contracted; b.State = ButtonState.Contracted;
foreach (Button b in buttonsPlay) foreach (Button b in buttonsPlay)
b.State = ButtonState.Contracted; b.State = ButtonState.Contracted;
if (state == MenuState.Exit) if (state == MenuState.Exit)
{ {
osuLogo.RotateTo(20, EXIT_DELAY * 1.5f); osuLogo.RotateTo(20, EXIT_DELAY * 1.5f);
osuLogo.FadeOut(EXIT_DELAY); osuLogo.FadeOut(EXIT_DELAY);
} }
else if (lastState == MenuState.TopLevel) else if (lastState == MenuState.TopLevel)
sampleBack?.Play(); sampleBack?.Play();
break; break;
case MenuState.TopLevel: case MenuState.TopLevel:
buttonArea.Flush(true); buttonAreaBackground.ScaleTo(Vector2.One, 200, EasingTypes.Out);
buttonAreaBackground.ScaleTo(Vector2.One, 200, EasingTypes.Out); osuLogo.ClearTransforms();
osuLogo.MoveTo(buttonFlow.DrawPosition, 200, EasingTypes.In);
osuLogo.ScaleTo(0.5f, 200, EasingTypes.In);
osuLogo.MoveTo(buttonFlow.DrawPosition, 200, EasingTypes.In); buttonArea.FadeIn(300);
osuLogo.ScaleTo(0.5f, 200, EasingTypes.In);
buttonArea.FadeIn(300); if (fromInitial && osuLogo.Scale.X > 0.5f)
if (lastState == MenuState.Initial)
{
buttonArea.Delay(150, true);
if (osuLogo.Scale.X > 0.5f)
using (osuLogo.BeginDelayedSequence(200, true)) using (osuLogo.BeginDelayedSequence(200, true))
osuLogo.Impact(); osuLogo.Impact();
}
Scheduler.AddDelayed(() => toolbar?.Show(), 150); Scheduler.AddDelayed(() => toolbar?.Show(), 150);
foreach (Button b in buttonsTopLevel) foreach (Button b in buttonsTopLevel)
b.State = ButtonState.Expanded; b.State = ButtonState.Expanded;
foreach (Button b in buttonsPlay) foreach (Button b in buttonsPlay)
b.State = ButtonState.Contracted; b.State = ButtonState.Contracted;
break; break;
case MenuState.Play: case MenuState.Play:
foreach (Button b in buttonsTopLevel) foreach (Button b in buttonsTopLevel)
b.State = ButtonState.Exploded; b.State = ButtonState.Exploded;
foreach (Button b in buttonsPlay) foreach (Button b in buttonsPlay)
b.State = ButtonState.Expanded; b.State = ButtonState.Expanded;
break; break;
case MenuState.EnteringMode: case MenuState.EnteringMode:
buttonAreaBackground.ScaleTo(new Vector2(2, 0), 300, EasingTypes.InSine); buttonAreaBackground.ScaleTo(new Vector2(2, 0), 300, EasingTypes.InSine);
buttonsTopLevel.ForEach(b => b.ContractStyle = 1); buttonsTopLevel.ForEach(b => b.ContractStyle = 1);
buttonsPlay.ForEach(b => b.ContractStyle = 1); buttonsPlay.ForEach(b => b.ContractStyle = 1);
backButton.ContractStyle = 1; backButton.ContractStyle = 1;
settingsButton.ContractStyle = 1; settingsButton.ContractStyle = 1;
foreach (Button b in buttonsTopLevel) foreach (Button b in buttonsTopLevel)
b.State = ButtonState.Contracted; b.State = ButtonState.Contracted;
foreach (Button b in buttonsPlay) foreach (Button b in buttonsPlay)
b.State = ButtonState.Contracted; b.State = ButtonState.Contracted;
break; break;
}
backButton.State = state == MenuState.Play ? ButtonState.Expanded : ButtonState.Contracted;
settingsButton.State = state == MenuState.TopLevel ? ButtonState.Expanded : ButtonState.Contracted;
} }
backButton.State = state == MenuState.Play ? ButtonState.Expanded : ButtonState.Contracted;
settingsButton.State = state == MenuState.TopLevel ? ButtonState.Expanded : ButtonState.Contracted;
if (lastState == MenuState.Initial)
buttonArea.DelayReset();
} }
} }