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Use scheduling rather than raw transform delays

This commit is contained in:
Dean Herbert 2017-10-05 10:03:48 +08:00
parent 22a59d753b
commit 20bf0502ab

View File

@ -93,12 +93,11 @@ namespace osu.Game.Screens.Play.BreaksOverlay
if (!b.HasEffect)
continue;
using (BeginAbsoluteSequence(b.StartTime, true))
using (BeginAbsoluteSequence(b.StartTime))
{
onBreakIn(b);
using (BeginDelayedSequence(b.Duration - fade_duration, true))
onBreakOut();
Schedule(() => onBreakIn(b));
using (BeginDelayedSequence(b.Duration - fade_duration))
Schedule(onBreakOut);
}
}
}
@ -113,7 +112,7 @@ namespace osu.Game.Screens.Play.BreaksOverlay
.Then()
.ResizeWidthTo(0, b.Duration - fade_duration);
Scheduler.AddDelayed(() => remainingTimeCounter.StartCounting(b.EndTime), b.StartTime - Clock.CurrentTime);
remainingTimeCounter.StartCounting(b.EndTime);
remainingTimeCounter.Show();
info.Show();