mirror of https://github.com/ppy/osu
125 lines
3.7 KiB
C#
125 lines
3.7 KiB
C#
//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
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//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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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.Audio.Track;
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using osu.Framework.GameModes;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Transformations;
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using osu.Game.Graphics.Containers;
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using osu.Game.Screens.Backgrounds;
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using OpenTK.Graphics;
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namespace osu.Game.Screens.Menu
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{
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class Intro : OsuGameMode
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{
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private OsuLogo logo;
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/// <summary>
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/// Whether we have loaded the menu previously.
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/// </summary>
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internal bool DidLoadMenu;
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MainMenu mainMenu;
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private AudioSample welcome;
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private AudioSample seeya;
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private AudioTrack bgm;
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internal override bool ShowOverlays => (ParentGameMode as OsuGameMode)?.ShowOverlays ?? false;
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protected override BackgroundMode CreateBackground() => new BackgroundModeEmpty();
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public Intro()
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{
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Children = new Drawable[]
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{
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new ParallaxContainer
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{
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ParallaxAmount = 0.01f,
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Children = new Drawable[]
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{
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logo = new OsuLogo
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{
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Alpha = 0,
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Triangles = false,
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BlendingMode = BlendingMode.Additive,
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Interactive = false,
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Colour = Color4.DarkGray,
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Ripple = false
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}
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}
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}
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};
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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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welcome = audio.Sample.Get(@"welcome");
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seeya = audio.Sample.Get(@"seeya");
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bgm = audio.Track.Get(@"circles");
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bgm.Looping = true;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Scheduler.Add(delegate
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{
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welcome.Play();
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Scheduler.AddDelayed(delegate
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{
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bgm.Start();
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mainMenu = new MainMenu();
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mainMenu.Preload(Game);
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Scheduler.AddDelayed(delegate
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{
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DidLoadMenu = true;
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Push(mainMenu);
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}, 2300);
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}, 600);
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});
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logo.ScaleTo(0.4f);
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logo.FadeOut();
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logo.ScaleTo(1, 4400, EasingTypes.OutQuint);
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logo.FadeIn(20000, EasingTypes.OutQuint);
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}
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protected override void OnSuspending(GameMode next)
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{
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Content.FadeOut(300);
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base.OnSuspending(next);
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}
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protected override bool OnExiting(GameMode next)
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{
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//cancel exiting if we haven't loaded the menu yet.
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return !DidLoadMenu;
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}
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protected override void OnResuming(GameMode last)
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{
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//we also handle the exit transition.
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seeya.Play();
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double fadeOutTime = (last.LifetimeEnd - Time.Current) + 100;
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Scheduler.AddDelayed(Exit, fadeOutTime);
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//don't want to fade out completely else we will stop running updates and shit will hit the fan.
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Game.FadeTo(0.01f, fadeOutTime);
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base.OnResuming(last);
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}
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}
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}
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