basic transition system for between screen transitions (restructured folders)
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0e4a4564cf
commit
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@ -51,7 +51,7 @@
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<Compile Include="Zer01HD\Utilities\Persistence\Preferences.cs" />
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<Compile Include="Zer01HD\Utilities\Persistence\Preferences.cs" />
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<Compile Include="Zer01HD\Utilities\Renderer\ScaledRenderer.cs" />
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<Compile Include="Zer01HD\Utilities\Renderer\ScaledRenderer.cs" />
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<Compile Include="Zer01HD\Utilities\UI\LoadingScreen.cs" />
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<Compile Include="Zer01HD\Utilities\UI\LoadingScreen.cs" />
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<Compile Include="Zer01HD\Game\MainScreen\MainScreen.cs" />
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<Compile Include="Zer01HD\Game\Screens\MainScreen.cs" />
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<Compile Include="Zer01HD\Utilities\UI\Modular\Module.cs" />
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<Compile Include="Zer01HD\Utilities\UI\Modular\Module.cs" />
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<Compile Include="Zer01HD\Utilities\UI\Modular\ModuleGroup.cs" />
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<Compile Include="Zer01HD\Utilities\UI\Modular\ModuleGroup.cs" />
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<Compile Include="RhythmBulletGame.cs" />
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<Compile Include="RhythmBulletGame.cs" />
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@ -34,7 +34,7 @@ namespace RhythmBullet
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public RhythmBulletGame()
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public RhythmBulletGame()
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{
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{
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graphics = new GraphicsDeviceManager(this);
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graphics = new GraphicsDeviceManager(this);
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BackgroundColor = Color.Black;
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Content.RootDirectory = "Content";
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Content.RootDirectory = "Content";
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Assets = new ContentSystem(Content);
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Assets = new ContentSystem(Content);
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resolutionContentResolver = new ResolutionContentResolver();
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resolutionContentResolver = new ResolutionContentResolver();
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@ -91,7 +91,7 @@ namespace RhythmBullet
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// Create a new SpriteBatch, which can be used to draw textures.
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// Create a new SpriteBatch, which can be used to draw textures.
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spriteBatch = new SpriteBatch(GraphicsDevice);
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spriteBatch = new SpriteBatch(GraphicsDevice);
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QueueContent();
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QueueContent();
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Screen = new LoadingScreen(this, new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight));
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Screen = new LoadingScreen(Content.Load<Texture2D>("RhythmBullet"), new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight));
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}
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}
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/// <summary>
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/// <summary>
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@ -118,7 +118,21 @@ namespace RhythmBullet
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resizing = false;
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resizing = false;
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PostResize();
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PostResize();
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}
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}
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switch (Screen.State) {
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case ScreenState.EnterTransition:
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Screen.EnteringTransition(gameTime.ElapsedGameTime.TotalSeconds, Assets.Done, ref BackgroundColor);
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break;
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case ScreenState.ExitTransition:
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Screen transitionScreen = Screen.ExitingTransition(gameTime.ElapsedGameTime.TotalSeconds, Assets.Done, ref BackgroundColor);
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if (transitionScreen != null)
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{
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Screen = transitionScreen;
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}
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break;
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case ScreenState.Normal:
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Screen.Update(gameTime);
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Screen.Update(gameTime);
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break;
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}
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base.Update(gameTime);
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base.Update(gameTime);
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}
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}
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@ -148,7 +162,7 @@ namespace RhythmBullet
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Assets.UnloadAll();
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Assets.UnloadAll();
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QueueContent();
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QueueContent();
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Screen.AssetLoadStateChange(true);
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Screen.AssetLoadStateChange(true);
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Screen = new LoadingScreen(this, new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight));
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Screen = new LoadingScreen(Content.Load<Texture2D>("RhythmBullet"), new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight));
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}
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}
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private void PostResize()
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private void PostResize()
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@ -7,12 +7,10 @@ using System.Linq;
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using System.Text;
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using System.Text;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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namespace RhythmBullet.Zer01HD.Game.MainScreen
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namespace RhythmBullet.Zer01HD.Game.Screens
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{
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{
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class MainScreen : Screen
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class MainScreen : Screen
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{
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{
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Viewport viewport = new Viewport();
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public MainScreen()
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public MainScreen()
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{
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{
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@ -1,60 +1,86 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using RhythmBullet.Zer01HD.UI;
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using RhythmBullet.Zer01HD.Game.Screens;
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using RhythmBullet.Zer01HD.Utilities.UI;
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using RhythmBullet.Zer01HD.Utilities.UI;
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using System;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Diagnostics;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace RhythmBullet.Zer01HD.Game
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namespace RhythmBullet.Zer01HD.Game
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{
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{
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class LoadingScreen : Screen
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class LoadingScreen : Screen
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{
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{
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Texture2D recrown;
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Texture2D texture;
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Color color;
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Color color;
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Rectangle rectangleBounds;
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Rectangle rectangleBounds;
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float proportion = 0.4f;
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float proportion = 0.5f;
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RhythmBulletGame rhythmBullet;
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bool recorded;
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double progress;
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float rR, rG, rB;
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double timePassed;
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float progR, progG, progB;
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public LoadingScreen(RhythmBulletGame rhythmBullet, Rectangle dimensions)
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float progC = 254;
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public LoadingScreen(Texture2D texture, Rectangle dimensions) : base(true)
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{
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{
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color = Color.White;
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color = Color.White;
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this.recrown = rhythmBullet.Content.Load<Texture2D>("RhythmBullet");
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this.texture = texture;
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this.rhythmBullet = rhythmBullet;
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rectangleBounds = new Rectangle(0, 0, (int)(dimensions.Height * proportion), (int)(dimensions.Height * proportion));
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rectangleBounds = new Rectangle(0, 0, (int)(dimensions.Height * proportion), (int)(dimensions.Height * proportion));
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rectangleBounds.X = (dimensions.Width - rectangleBounds.Width) / 2;
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rectangleBounds.X = (dimensions.Width - rectangleBounds.Width) / 2;
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rectangleBounds.Y = (dimensions.Height - rectangleBounds.Height) / 2;
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rectangleBounds.Y = (dimensions.Height - rectangleBounds.Height) / 2;
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}
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}
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public override void Update(GameTime gameTime)
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public override void Update(GameTime gameTime)
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{
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{
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if (progress < 1f)
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{
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double delta = gameTime.ElapsedGameTime.TotalSeconds;
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timePassed += delta;
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progress = timePassed / 4;
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if (progress > 0.9f)
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{
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progress = 0.9f;
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}
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rhythmBullet.BackgroundColor.R = (byte)(progress * 255);
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rhythmBullet.BackgroundColor.G = (byte)(progress * 255);
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rhythmBullet.BackgroundColor.B = (byte)(progress * 255);
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}
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base.Update(gameTime);
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base.Update(gameTime);
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}
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}
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public override void EnteringTransition(double delta, bool assetsLoaded, ref Color BGColor)
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{
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float deltaf = (float)delta;
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if (progR < 254 || progG < 254 || progB < 254)
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{
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if (!recorded)
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{
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rR = (Color.White.R - BGColor.R) / 2.5f;
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rG = (Color.White.G - BGColor.G) / 2.5f;
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rB = (Color.White.B - BGColor.B) / 2.5f;
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recorded = true;
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}
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progR += rR * deltaf;
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progR = Math.Min(progR, 254);
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progG += rG * deltaf;
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progG = Math.Min(progG, 254);
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progB += rB * deltaf;
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progB = Math.Min(progB, 254);
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BGColor.R = (byte)progR;
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BGColor.G = (byte)progG;
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BGColor.B = (byte)progB;
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}
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else if (progC > 0)
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{
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float rate = deltaf * 255 / 1.5f;
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progC -= rate;
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progC = Math.Max(progC, 0);
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color.R = (byte)progC;
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color.G = (byte)progC;
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color.B = (byte)progC;
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color.A = (byte)progC;
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}
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else if (assetsLoaded)
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{
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DoneTransition();
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StartExitTransition();
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}
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base.EnteringTransition(delta, assetsLoaded, ref BGColor);
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}
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public override Screen ExitingTransition(double delta, bool assetsLoaded, ref Color backgroundColor)
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{
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return new MainScreen();
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}
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public override void Draw(SpriteBatch spriteBatch)
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public override void Draw(SpriteBatch spriteBatch)
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{
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{
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spriteBatch.Draw(recrown, rectangleBounds, color);
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spriteBatch.Draw(texture, rectangleBounds, color);
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base.Draw(spriteBatch);
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base.Draw(spriteBatch);
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}
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}
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}
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}
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}
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}
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@ -8,8 +8,17 @@ using System.Threading.Tasks;
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namespace RhythmBullet.Zer01HD.Utilities.UI
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namespace RhythmBullet.Zer01HD.Utilities.UI
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{
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{
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public enum ScreenState { EnterTransition, ExitTransition, Normal }
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public class Screen
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public class Screen
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{
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{
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ScreenState state;
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public Screen(bool useEnterTransition = false)
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{
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state = useEnterTransition ? ScreenState.EnterTransition : ScreenState.Normal;
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}
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public virtual void Update(GameTime gameTime)
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public virtual void Update(GameTime gameTime)
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{
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{
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@ -20,6 +29,16 @@ namespace RhythmBullet.Zer01HD.Utilities.UI
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}
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}
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public virtual void EnteringTransition(double delta, bool assetsLoaded, ref Color backgroundColor)
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{
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}
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public virtual Screen ExitingTransition(double delta, bool assetsLoaded, ref Color backgroundColor)
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{
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return null;
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}
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public virtual void Show()
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public virtual void Show()
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{
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{
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@ -34,5 +53,23 @@ namespace RhythmBullet.Zer01HD.Utilities.UI
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{
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{
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}
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}
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public ScreenState State
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{
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get
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{
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return state;
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}
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}
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public void DoneTransition()
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{
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state = ScreenState.Normal;
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}
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public void StartExitTransition()
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{
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state = ScreenState.ExitTransition;
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}
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}
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}
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}
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}
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