protected override void OnEntering(Screen last) { base.OnEntering(last); LoadComponentAsync(precompiler = new ShaderPrecompiler(loadIfReady), Add); LoadComponentAsync(loadScreen = showDisclaimer ? (OsuScreen) new Disclaimer() : new Intro(), s => loadIfReady()); }
public override void OnEntering(ScreenTransitionEvent e) { base.OnEntering(e); LoadComponentAsync(precompiler = CreateShaderPrecompiler(), AddInternal); // A non-null context factory means there's still content to migrate. if (efContextFactory != null) { LoadComponentAsync(realmMigrator = new EFToRealmMigrator(), AddInternal); realmMigrator.MigrationCompleted.ContinueWith(_ => Schedule(() => { // Delay initial screen loading to ensure that the migration is in a complete and sane state // before the intro screen may import the game intro beatmap. LoadComponentAsync(loadableScreen = CreateLoadableScreen()); })); } else { LoadComponentAsync(loadableScreen = CreateLoadableScreen()); } LoadComponentAsync(spinner = new LoadingSpinner(true, true) { Anchor = Anchor.BottomRight, Origin = Anchor.BottomRight, Margin = new MarginPadding(40), }, _ => { AddInternal(spinner); spinnerShow = Scheduler.AddDelayed(spinner.Show, 200); }); checkIfLoaded(); }
public override void OnEntering(IScreen last) { base.OnEntering(last); LoadComponentAsync(precompiler = CreateShaderPrecompiler(), AddInternal); LoadComponentAsync(loadableScreen = CreateLoadableScreen()); checkIfLoaded(); }
public override void OnEntering(IScreen last) { base.OnEntering(last); LoadComponentAsync(loadingIndicator = new LoadingIndicator { Anchor = Anchor.BottomRight, Origin = Anchor.BottomRight, Margin = new MarginPadding(20) }, _ => { AddInternal(loadingIndicator); indicatorShow = Scheduler.AddDelayed(loadingIndicator.Show, 200); }); LoadComponentAsync(precompiler = CreateShaderPrecompiler(), AddInternal); LoadComponentAsync(loadableScreen = CreateLoadableScreen()); checkIfLoaded(); }