osu/osu.Game/Screens/Menu/Intro.cs
2017-04-14 12:42:42 -05:00

164 lines
5.1 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Audio.Track;
using osu.Framework.Configuration;
using osu.Framework.MathUtils;
using osu.Framework.Screens;
using osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Database;
using osu.Game.Graphics.Containers;
using osu.Game.Screens.Backgrounds;
using OpenTK.Graphics;
namespace osu.Game.Screens.Menu
{
public class Intro : OsuScreen
{
private readonly OsuLogo logo;
/// <summary>
/// Whether we have loaded the menu previously.
/// </summary>
internal bool DidLoadMenu;
private MainMenu mainMenu;
private SampleChannel welcome;
private SampleChannel seeya;
private Track bgm;
internal override bool HasLocalCursorDisplayed => true;
internal override bool ShowOverlays => false;
protected override BackgroundScreen CreateBackground() => new BackgroundScreenEmpty();
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
}
}
}
};
}
private Bindable<bool> menuVoice;
private Bindable<bool> osuBGM;
private BeatmapDatabase beatmaps;
private TrackManager trackManager;
private BeatmapInfo beatmap;
private WorkingBeatmap song;
[BackgroundDependencyLoader]
private void load(OsuGameBase game, AudioManager audio, OsuConfigManager config, BeatmapDatabase beatmaps)
{
menuVoice = config.GetBindable<bool>(OsuConfig.MenuVoice);
osuBGM = config.GetBindable<bool>(OsuConfig.MenuMusic);
if (osuBGM)
{
bgm = audio.Track.Get(@"circles");
bgm.Looping = true;
}
else
{
this.beatmaps = beatmaps;
trackManager = game.Audio.Track;
beatmap = beatmaps.GetWithChildren<BeatmapSetInfo>(RNG.Next(0, beatmaps.Query<BeatmapSetInfo>().Count() - 1)).Beatmaps[0];
song = beatmaps.GetWorkingBeatmap(beatmap, null);
}
welcome = audio.Sample.Get(@"welcome");
seeya = audio.Sample.Get(@"seeya");
}
protected override void OnEntering(Screen last)
{
base.OnEntering(last);
if(menuVoice)
welcome.Play();
Scheduler.AddDelayed(delegate
{
if(osuBGM)
bgm.Start();
LoadComponentAsync(mainMenu = new MainMenu());
Scheduler.AddDelayed(delegate
{
if (!osuBGM)
Task.Run(() =>
{
trackManager.SetExclusive(song.Track);
song.Track.Seek(beatmap.Metadata.PreviewTime);
song.Track.Start();
});
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(Screen next)
{
Content.FadeOut(300);
base.OnSuspending(next);
}
protected override bool OnExiting(Screen next)
{
//cancel exiting if we haven't loaded the menu yet.
return !DidLoadMenu;
}
protected override void OnResuming(Screen last)
{
if (!(last is MainMenu))
Content.FadeIn(300);
double fadeOutTime = 2000;
//we also handle the exit transition.
if (menuVoice)
seeya.Play();
else
fadeOutTime = 500;
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);
}
}
}