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rename field
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@ -49,7 +49,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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if (!(drawable is DrawableOsuHitObject d))
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if (!(drawable is DrawableOsuHitObject d))
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return;
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return;
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d.FadeIn = preEmpt * fade_in_duration_multiplier;
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d.FadeInDuration = preEmpt * fade_in_duration_multiplier;
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}
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}
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protected void ApplyHiddenState(DrawableHitObject drawable, ArmedState state)
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protected void ApplyHiddenState(DrawableHitObject drawable, ArmedState state)
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@ -57,7 +57,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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if (!(drawable is DrawableOsuHitObject d))
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if (!(drawable is DrawableOsuHitObject d))
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return;
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return;
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var fadeOutStartTime = d.HitObject.StartTime - preEmpt + d.FadeIn;
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var fadeOutStartTime = d.HitObject.StartTime - preEmpt + d.FadeInDuration;
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var fadeOutDuration = preEmpt * fade_out_duration_multiplier;
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var fadeOutDuration = preEmpt * fade_out_duration_multiplier;
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// new duration from completed fade in to end (before fading out)
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// new duration from completed fade in to end (before fading out)
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@ -87,7 +87,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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{
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base.UpdatePreemptState();
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base.UpdatePreemptState();
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ApproachCircle.FadeIn(Math.Min(FadeIn * 2, TIME_PREEMPT));
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ApproachCircle.FadeIn(Math.Min(FadeInDuration * 2, TIME_PREEMPT));
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ApproachCircle.ScaleTo(1.1f, TIME_PREEMPT);
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ApproachCircle.ScaleTo(1.1f, TIME_PREEMPT);
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}
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}
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@ -16,7 +16,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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/// <summary>
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/// <summary>
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/// The number of milliseconds used to fade in.
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/// The number of milliseconds used to fade in.
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/// </summary>
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/// </summary>
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public double FadeIn = TIME_FADEIN;
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public double FadeInDuration = TIME_FADEIN;
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public override bool IsPresent => base.IsPresent || State.Value == ArmedState.Idle && Time.Current >= HitObject.StartTime - TIME_PREEMPT;
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public override bool IsPresent => base.IsPresent || State.Value == ArmedState.Idle && Time.Current >= HitObject.StartTime - TIME_PREEMPT;
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@ -43,7 +43,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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}
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}
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}
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}
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protected virtual void UpdatePreemptState() => this.FadeIn(FadeIn);
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protected virtual void UpdatePreemptState() => this.FadeIn(FadeInDuration);
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protected virtual void UpdateCurrentState(ArmedState state)
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protected virtual void UpdateCurrentState(ArmedState state)
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{
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{
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@ -70,7 +70,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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foreach (var tick in s.NestedHitObjects.OfType<SliderTick>())
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foreach (var tick in s.NestedHitObjects.OfType<SliderTick>())
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{
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{
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var repeatStartTime = s.StartTime + tick.RepeatIndex * repeatDuration;
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var repeatStartTime = s.StartTime + tick.RepeatIndex * repeatDuration;
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var fadeInTime = repeatStartTime + (tick.StartTime - repeatStartTime) / 2 - (tick.RepeatIndex == 0 ? FadeIn : FadeIn / 2);
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var fadeInTime = repeatStartTime + (tick.StartTime - repeatStartTime) / 2 - (tick.RepeatIndex == 0 ? FadeInDuration : FadeInDuration / 2);
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var fadeOutTime = repeatStartTime + repeatDuration;
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var fadeOutTime = repeatStartTime + repeatDuration;
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var drawableTick = new DrawableSliderTick(tick)
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var drawableTick = new DrawableSliderTick(tick)
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@ -87,7 +87,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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foreach (var repeatPoint in s.NestedHitObjects.OfType<RepeatPoint>())
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foreach (var repeatPoint in s.NestedHitObjects.OfType<RepeatPoint>())
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{
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{
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var repeatStartTime = s.StartTime + repeatPoint.RepeatIndex * repeatDuration;
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var repeatStartTime = s.StartTime + repeatPoint.RepeatIndex * repeatDuration;
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var fadeInTime = repeatStartTime + (repeatPoint.StartTime - repeatStartTime) / 2 - (repeatPoint.RepeatIndex == 0 ? FadeIn : FadeIn / 2);
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var fadeInTime = repeatStartTime + (repeatPoint.StartTime - repeatStartTime) / 2 - (repeatPoint.RepeatIndex == 0 ? FadeInDuration : FadeInDuration / 2);
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var fadeOutTime = repeatStartTime + repeatDuration;
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var fadeOutTime = repeatStartTime + repeatDuration;
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var drawableRepeatPoint = new DrawableRepeatPoint(repeatPoint, this)
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var drawableRepeatPoint = new DrawableRepeatPoint(repeatPoint, this)
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@ -166,7 +166,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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{
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Disc.Tracking = OsuActionInputManager.PressedActions.Any(x => x == OsuAction.LeftButton || x == OsuAction.RightButton);
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Disc.Tracking = OsuActionInputManager.PressedActions.Any(x => x == OsuAction.LeftButton || x == OsuAction.RightButton);
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if (!spmCounter.IsPresent && Disc.Tracking)
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if (!spmCounter.IsPresent && Disc.Tracking)
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spmCounter.FadeIn(FadeIn);
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spmCounter.FadeIn(FadeInDuration);
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base.Update();
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base.Update();
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}
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}
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