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Tidy up interpolation and move const
to new home
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@ -18,6 +18,12 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components
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{
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public class HitCircleOverlapMarker : BlueprintPiece<HitCircle>
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{
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/// <summary>
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/// Hit objects are intentionally made to fade out at a constant slower rate than in gameplay.
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/// This allows a mapper to gain better historical context and use recent hitobjects as reference / snap points.
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/// </summary>
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public const double FADE_OUT_EXTENSION = 700;
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private readonly Circle circle;
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private readonly RingPiece ring;
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@ -64,16 +70,19 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components
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if ((hitObject is IHasComboInformation combo))
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ring.BorderColour = combo.GetComboColour(skin);
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bool hasReachedObject = editorClock.CurrentTime >= hitObject.StartTime;
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float interpolation = Interpolation.ValueAt(editorClock.CurrentTime, 0, 1f, hitObject.StartTime, hitObject.StartTime + DrawableOsuEditorRuleset.EDITOR_HIT_OBJECT_FADE_OUT_EXTENSION, Easing.In);
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float interpolation2 = MathHelper.Clamp(Interpolation.ValueAt(editorClock.CurrentTime, 0, 1f, hitObject.StartTime, hitObject.StartTime + DrawableOsuEditorRuleset.EDITOR_HIT_OBJECT_FADE_OUT_EXTENSION / 2, Easing.OutQuint), 0, 1);
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float interpolation3 = Interpolation.ValueAt(editorClock.CurrentTime, 0, 1f, hitObject.StartTime, hitObject.StartTime + DrawableOsuEditorRuleset.EDITOR_HIT_OBJECT_FADE_OUT_EXTENSION);
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double editorTime = editorClock.CurrentTime;
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double hitObjectTime = hitObject.StartTime;
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bool hasReachedObject = editorTime >= hitObjectTime;
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if (hasReachedObject)
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{
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circle.Scale = new Vector2(1 - 0.05f * interpolation3);
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ring.Scale = new Vector2(1 + 0.1f * interpolation2);
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Alpha = 0.9f * (1 - (interpolation));
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float alpha = Interpolation.ValueAt(editorTime, 0, 1f, hitObjectTime, hitObjectTime + FADE_OUT_EXTENSION, Easing.In);
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float circleScale = Interpolation.ValueAt(editorTime, 0, 1f, hitObjectTime, hitObjectTime + FADE_OUT_EXTENSION);
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float ringScale = MathHelper.Clamp(Interpolation.ValueAt(editorTime, 0, 1f, hitObjectTime, hitObjectTime + FADE_OUT_EXTENSION / 2, Easing.OutQuint), 0, 1);
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circle.Scale = new Vector2(1 - 0.05f * circleScale);
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ring.Scale = new Vector2(1 + 0.1f * ringScale);
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Alpha = 0.9f * (1 - alpha);
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}
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else
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Alpha = 0;
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@ -4,6 +4,7 @@
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using osu.Framework.Allocation;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Screens.Edit;
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@ -20,7 +21,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints
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protected override bool AlwaysShowWhenSelected => true;
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protected override bool ShouldBeAlive => base.ShouldBeAlive || editorClock.CurrentTime - Item.GetEndTime() < DrawableOsuEditorRuleset.EDITOR_HIT_OBJECT_FADE_OUT_EXTENSION;
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protected override bool ShouldBeAlive => base.ShouldBeAlive || editorClock.CurrentTime - Item.GetEndTime() < HitCircleOverlapMarker.FADE_OUT_EXTENSION;
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protected OsuSelectionBlueprint(T hitObject)
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: base(hitObject)
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@ -12,12 +12,6 @@ namespace osu.Game.Rulesets.Osu.Edit
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{
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public class DrawableOsuEditorRuleset : DrawableOsuRuleset
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{
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/// <summary>
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/// Hit objects are intentionally made to fade out at a constant slower rate than in gameplay.
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/// This allows a mapper to gain better historical context and use recent hitobjects as reference / snap points.
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/// </summary>
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public const double EDITOR_HIT_OBJECT_FADE_OUT_EXTENSION = 700;
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public DrawableOsuEditorRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods)
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: base(ruleset, beatmap, mods)
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{
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