mirror of
https://github.com/ppy/osu
synced 2024-12-26 08:53:10 +00:00
b8209b92f6
It was previously a bit sudden after dismissing the pause screen. Now there's a short delay before the actual countdown begins.
203 lines
7.2 KiB
C#
203 lines
7.2 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Localisation;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Overlays;
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using osuTK;
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namespace osu.Game.Screens.Play
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{
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/// <summary>
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/// Simple <see cref="ResumeOverlay"/> that resumes after a short delay.
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/// </summary>
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public partial class DelayedResumeOverlay : ResumeOverlay
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{
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// todo: this shouldn't define its own colour provider, but nothing in DrawableRuleset guarantees this, so let's do it locally for now.
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// (of note, Player does cache one but any test which uses a DrawableRuleset without Player will fail without this).
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private readonly OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Purple);
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private const float outer_size = 200;
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private const float inner_size = 150;
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private const float progress_stroke_width = 7;
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private const float progress_size = inner_size + progress_stroke_width / 2f;
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private const double countdown_time = 2000;
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private const int total_count = 3;
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protected override LocalisableString Message => string.Empty;
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private int? countdownCount;
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private double countdownStartTime;
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private bool countdownComplete;
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private Drawable outerContent = null!;
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private Container innerContent = null!;
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private Container countdownComponents = null!;
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private Drawable countdownBackground = null!;
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private SpriteText countdownText = null!;
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private CircularProgress countdownProgress = null!;
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private Sample? sampleCountdown;
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public DelayedResumeOverlay()
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{
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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}
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[BackgroundDependencyLoader]
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private void load(AudioManager audio)
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{
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Add(outerContent = new Circle
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(outer_size),
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Colour = colourProvider.Background6,
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});
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Add(innerContent = new Container
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Children = new[]
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{
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countdownBackground = new Circle
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(inner_size),
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Colour = colourProvider.Background4,
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},
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countdownComponents = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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countdownProgress = new CircularProgress
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(progress_size),
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InnerRadius = progress_stroke_width / progress_size,
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RoundedCaps = true
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},
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countdownText = new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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UseFullGlyphHeight = false,
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AlwaysPresent = true,
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Font = OsuFont.Torus.With(size: 70, weight: FontWeight.Light)
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}
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}
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}
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}
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});
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sampleCountdown = audio.Samples.Get(@"Gameplay/resume-countdown");
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}
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protected override void PopIn()
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{
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this.FadeIn();
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// The transition effects.
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outerContent.FadeIn().ScaleTo(Vector2.Zero).Then().ScaleTo(Vector2.One, 200, Easing.OutQuint);
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innerContent.FadeIn().ScaleTo(Vector2.Zero).Then().ScaleTo(Vector2.One, 400, Easing.OutElasticHalf);
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countdownComponents.FadeOut().Delay(50).FadeTo(1, 100);
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countdownProgress.Progress = 0;
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// Reset states for various components.
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countdownBackground.FadeIn();
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countdownText.FadeIn();
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countdownText.Text = string.Empty;
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countdownProgress.FadeIn().ScaleTo(1);
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countdownComplete = false;
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countdownCount = null;
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countdownStartTime = Time.Current + 200;
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}
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protected override void PopOut()
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{
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this.Delay(300).FadeOut();
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outerContent.FadeOut();
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countdownBackground.FadeOut();
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countdownText.FadeOut();
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if (countdownComplete)
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{
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countdownProgress.ScaleTo(2f, 300, Easing.OutQuint);
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countdownProgress.FadeOut(300, Easing.OutQuint);
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}
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else
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countdownProgress.FadeOut();
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}
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protected override void Update()
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{
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base.Update();
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updateCountdown();
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}
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private void updateCountdown()
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{
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if (State.Value == Visibility.Hidden || countdownComplete || Time.Current < countdownStartTime)
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return;
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double amountTimePassed = Math.Clamp((Time.Current - countdownStartTime) / countdown_time, 0, countdown_time);
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int newCount = Math.Clamp(total_count - (int)Math.Floor(amountTimePassed * total_count), 0, total_count);
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countdownProgress.Progress = amountTimePassed;
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countdownProgress.InnerRadius = progress_stroke_width / progress_size / countdownProgress.Scale.X;
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Alpha = 0.2f + 0.8f * newCount / total_count;
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if (countdownCount != newCount)
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{
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if (newCount > 0)
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{
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countdownText.Text = Math.Max(1, newCount).ToString();
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countdownText.ScaleTo(0.25f).Then().ScaleTo(1, 200, Easing.OutQuint);
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outerContent.Delay(25).Then().ScaleTo(1.05f, 100).Then().ScaleTo(1f, 200, Easing.Out);
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countdownBackground.FlashColour(colourProvider.Background3, 400, Easing.Out);
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}
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var chan = sampleCountdown?.GetChannel();
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if (chan != null)
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{
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chan.Frequency.Value = newCount == 0 ? 0.5f : 1;
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chan.Play();
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}
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}
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countdownCount = newCount;
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if (countdownCount == 0)
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{
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countdownComplete = true;
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Resume();
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}
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}
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}
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}
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