Move the actual outro sequence into Intro rather than MainMenu.

This commit is contained in:
Dean Herbert
2016-12-05 19:34:52 +09:00
parent 4d27101aca
commit ff85ccca6d
4 changed files with 21 additions and 5 deletions

View File

@ -144,7 +144,6 @@ namespace osu.Game.Screens.Menu
private void onExit() private void onExit()
{ {
State = MenuState.Exit;
OnExit?.Invoke(); OnExit?.Invoke();
} }

View File

@ -25,6 +25,7 @@ namespace osu.Game.Screens.Menu
MainMenu mainMenu; MainMenu mainMenu;
private AudioSample welcome; private AudioSample welcome;
private AudioSample seeya;
private AudioTrack bgm; private AudioTrack bgm;
internal override bool ShowOverlays => (ParentGameMode as OsuGameMode)?.ShowOverlays ?? false; internal override bool ShowOverlays => (ParentGameMode as OsuGameMode)?.ShowOverlays ?? false;
@ -58,6 +59,7 @@ namespace osu.Game.Screens.Menu
private void load(AudioManager audio) private void load(AudioManager audio)
{ {
welcome = audio.Sample.Get(@"welcome"); welcome = audio.Sample.Get(@"welcome");
seeya = audio.Sample.Get(@"seeya");
bgm = audio.Track.Get(@"circles"); bgm = audio.Track.Get(@"circles");
bgm.Looping = true; bgm.Looping = true;
@ -106,8 +108,15 @@ namespace osu.Game.Screens.Menu
protected override void OnResuming(GameMode last) protected override void OnResuming(GameMode last)
{ {
//we are just an intro. if we are resumed, we just want to exit after a short delay (to allow the last mode to transition out). //we also handle the exit transition.
Scheduler.AddDelayed(Exit, 600); seeya.Play();
double fadeOutTime = (last.LifetimeEnd - Time.Current) + 100;
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); base.OnResuming(last);
} }

View File

@ -1,6 +1,7 @@
//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>. //Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE //Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.GameModes; using osu.Framework.GameModes;
using osu.Framework.GameModes.Testing; using osu.Framework.GameModes.Testing;
@ -49,7 +50,7 @@ namespace osu.Game.Screens.Menu
OnSolo = delegate { Push(new PlaySongSelect()); }, OnSolo = delegate { Push(new PlaySongSelect()); },
OnMulti = delegate { Push(new Lobby()); }, OnMulti = delegate { Push(new Lobby()); },
OnTest = delegate { Push(new TestBrowser()); }, OnTest = delegate { Push(new TestBrowser()); },
OnExit = delegate { Scheduler.AddDelayed(Exit, ButtonSystem.EXIT_DELAY); }, OnExit = delegate { Exit(); },
} }
} }
} }
@ -93,5 +94,12 @@ namespace osu.Game.Screens.Menu
Content.FadeIn(length, EasingTypes.OutQuint); Content.FadeIn(length, EasingTypes.OutQuint);
Content.MoveTo(new Vector2(0, 0), length, EasingTypes.OutQuint); Content.MoveTo(new Vector2(0, 0), length, EasingTypes.OutQuint);
} }
protected override bool OnExiting(GameMode next)
{
buttons.State = MenuState.Exit;
Content.FadeOut(ButtonSystem.EXIT_DELAY);
return base.OnExiting(next);
}
} }
} }