mirror of
https://github.com/ppy/osu.git
synced 2025-02-22 08:52:55 +08:00
Adjust things to be closer to stable (but not close enough yet)
This commit is contained in:
parent
be035538c2
commit
231988bc9d
@ -14,6 +14,7 @@ using osuTK;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Framework.Extensions.ObjectExtensions;
|
||||
using System;
|
||||
using System.Globalization;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
|
||||
{
|
||||
@ -39,7 +40,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(DrawableHitObject hitObject, ISkinSource skin, SkinManager skinManager)
|
||||
private void load(DrawableHitObject hitObject, ISkinSource skin)
|
||||
{
|
||||
Children = new Drawable[]
|
||||
{
|
||||
@ -54,7 +55,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
Position = new Vector2(200f, 100f),
|
||||
Position = new Vector2(250f, 100f), // ballparked to be horizontally centred on 4:3 resolution
|
||||
|
||||
Children = new Drawable[]
|
||||
{
|
||||
@ -109,14 +110,14 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
|
||||
private void animateSwellProgress(int numHits, int requiredHits)
|
||||
{
|
||||
int remainingHits = requiredHits - numHits;
|
||||
remainingHitsText.Text = remainingHits.ToString();
|
||||
remainingHitsText.ScaleTo(1.6f - (0.6f * ((float)remainingHits / requiredHits)), 60, Easing.OutQuad);
|
||||
remainingHitsText.Text = remainingHits.ToString(CultureInfo.InvariantCulture);
|
||||
remainingHitsText.ScaleTo(1.6f - (0.6f * ((float)remainingHits / requiredHits)), 60, Easing.Out);
|
||||
|
||||
spinnerCircle.ClearTransforms();
|
||||
spinnerCircle
|
||||
.RotateTo(180f * numHits, 1000, Easing.OutQuint)
|
||||
.ScaleTo(Math.Min(0.94f, spinnerCircle.Scale.X + 0.02f))
|
||||
.ScaleTo(0.8f, 400, Easing.OutQuad);
|
||||
.ScaleTo(0.8f, 400, Easing.Out);
|
||||
}
|
||||
|
||||
private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
|
||||
@ -134,7 +135,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
|
||||
samplePlayed = false;
|
||||
}
|
||||
|
||||
const double body_transition_duration = 100;
|
||||
const double body_transition_duration = 200;
|
||||
|
||||
warning.FadeOut(body_transition_duration);
|
||||
bodyContainer.FadeIn(body_transition_duration);
|
||||
@ -146,9 +147,8 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
|
||||
const double clear_transition_duration = 300;
|
||||
const double clear_fade_in = 120;
|
||||
|
||||
bodyContainer
|
||||
.FadeOut(clear_transition_duration, Easing.OutQuad)
|
||||
.ScaleTo(1.05f, clear_transition_duration, Easing.OutQuad);
|
||||
bodyContainer.FadeOut(clear_transition_duration, Easing.OutQuad);
|
||||
spinnerCircle.ScaleTo(spinnerCircle.Scale.X + 0.05f, clear_transition_duration, Easing.OutQuad);
|
||||
|
||||
if (state == ArmedState.Hit)
|
||||
{
|
||||
@ -159,11 +159,11 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
|
||||
}
|
||||
|
||||
clearAnimation
|
||||
.FadeIn(clear_fade_in)
|
||||
.MoveTo(new Vector2(0, 0))
|
||||
.MoveTo(new Vector2(0, -90), clear_fade_in * 2, Easing.Out)
|
||||
.ScaleTo(0.4f)
|
||||
.MoveTo(new Vector2(0, -90), clear_fade_in * 2, Easing.OutQuad)
|
||||
.ScaleTo(1f, clear_fade_in * 2, Easing.Out)
|
||||
.FadeIn(clear_fade_in)
|
||||
.Delay(clear_fade_in * 3)
|
||||
.FadeOut(clear_fade_in * 2.5);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user