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Merge pull request from peppy/taiko-explosion-legacy-animation

Change taiko hit explosion animation to match stable for skins
This commit is contained in:
Dan Balasescu 2020-04-29 19:34:32 +09:00 committed by GitHub
commit 219ee5746f
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 18 additions and 11 deletions

View File

@ -22,8 +22,14 @@ namespace osu.Game.Rulesets.Taiko.Skinning
{
base.LoadComplete();
this.FadeIn(120);
this.ScaleTo(0.6f).Then().ScaleTo(1, 240, Easing.OutElastic);
const double animation_time = 120;
this.FadeInFromZero(animation_time).Then().FadeOut(animation_time * 1.5);
this.ScaleTo(0.6f)
.Then().ScaleTo(1.1f, animation_time * 0.8)
.Then().ScaleTo(0.9f, animation_time * 0.4)
.Then().ScaleTo(1f, animation_time * 0.2);
}
}
}

View File

@ -49,6 +49,9 @@ namespace osu.Game.Rulesets.Taiko.UI
base.LoadComplete();
this.ScaleTo(3f, 1000, Easing.OutQuint);
this.FadeOut(500);
Expire(true);
}
}
}

View File

@ -23,6 +23,12 @@ namespace osu.Game.Rulesets.Taiko.UI
[Cached(typeof(DrawableHitObject))]
public readonly DrawableHitObject JudgedObject;
private SkinnableDrawable skinnable;
public override double LifetimeStart => skinnable.Drawable.LifetimeStart;
public override double LifetimeEnd => skinnable.Drawable.LifetimeEnd;
public HitExplosion(DrawableHitObject judgedObject)
{
JudgedObject = judgedObject;
@ -39,7 +45,7 @@ namespace osu.Game.Rulesets.Taiko.UI
[BackgroundDependencyLoader]
private void load()
{
Child = new SkinnableDrawable(new TaikoSkinComponent(getComponentName(JudgedObject.Result?.Type ?? HitResult.Great)), _ => new DefaultHitExplosion());
Child = skinnable = new SkinnableDrawable(new TaikoSkinComponent(getComponentName(JudgedObject.Result?.Type ?? HitResult.Great)), _ => new DefaultHitExplosion());
}
private TaikoSkinComponents getComponentName(HitResult resultType)
@ -59,14 +65,6 @@ namespace osu.Game.Rulesets.Taiko.UI
throw new ArgumentOutOfRangeException(nameof(resultType), "Invalid result type");
}
protected override void LoadComplete()
{
base.LoadComplete();
this.FadeOut(500);
Expire(true);
}
/// <summary>
/// Transforms this hit explosion to visualise a secondary hit.
/// </summary>