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Create properties for use in DrawableManiaJudgement

This commit is contained in:
David Zhao 2019-03-12 19:23:24 +09:00
parent 272ebeb23d
commit 12f334035f
2 changed files with 28 additions and 20 deletions

View File

@ -22,22 +22,20 @@ namespace osu.Game.Rulesets.Mania.UI
JudgementText.Font = JudgementText.Font.With(size: 25);
}
protected override double FadeInDuration => 50;
protected override float InitialHitScale => 0.8f;
protected override double HitFadeOutDuration => 200;
protected override float HitScaleDuration => 250;
protected override void LoadComplete()
{
base.LoadComplete();
this.FadeInFromZero(50, Easing.OutQuint);
if (Result.IsHit)
{
JudgementBody.ScaleTo(0.8f);
JudgementBody.ScaleTo(1, 250, Easing.OutElastic);
JudgementBody.Delay(FadeInDuration).ScaleTo(0.75f, HitScaleDuration);
JudgementBody.Delay(50).ScaleTo(0.75f, 250);
this.Delay(50).FadeOut(200);
}
Expire();
base.LoadComplete();
}
}
}

View File

@ -32,6 +32,14 @@ namespace osu.Game.Rulesets.Judgements
protected Container JudgementBody;
protected SpriteText JudgementText;
protected virtual double FadeInDuration => 100;
protected virtual float InitialHitScale => 0.9f;
protected virtual float HitScaleDuration => 500;
protected virtual double HitFadeOutDuration => 400;
/// <summary>
/// Creates a drawable which visualises a <see cref="Judgements.Judgement"/>.
/// </summary>
@ -65,11 +73,13 @@ namespace osu.Game.Rulesets.Judgements
};
}
private const double MISS_ANIMATION_DURATION = 800;
protected override void LoadComplete()
{
base.LoadComplete();
this.FadeInFromZero(100, Easing.OutQuint);
this.FadeInFromZero(FadeInDuration, Easing.OutQuint);
switch (Result.Type)
{
@ -77,18 +87,18 @@ namespace osu.Game.Rulesets.Judgements
break;
case HitResult.Miss:
JudgementBody.ScaleTo(1.6f);
JudgementBody.ScaleTo(1, 100, Easing.In);
JudgementBody.ScaleTo(1, FadeInDuration, Easing.In);
JudgementBody.MoveToOffset(new Vector2(0, 100), 800, Easing.InQuint);
JudgementBody.RotateTo(40, 800, Easing.InQuint);
JudgementBody.MoveToOffset(new Vector2(0, 100), MISS_ANIMATION_DURATION, Easing.InQuint);
JudgementBody.RotateTo(40, MISS_ANIMATION_DURATION, Easing.InQuint);
this.Delay(600).FadeOut(200);
this.Delay(500).FadeOut(200);
break;
default:
JudgementBody.ScaleTo(0.9f);
JudgementBody.ScaleTo(1, 500, Easing.OutElastic);
JudgementBody.ScaleTo(InitialHitScale);
JudgementBody.ScaleTo(1, HitScaleDuration, Easing.OutElastic);
this.Delay(100).FadeOut(400);
this.Delay(FadeInDuration).FadeOut(HitFadeOutDuration);
break;
}