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Adjust things to be closer to stable (but not close enough yet)

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Bartłomiej Dach 2025-02-11 15:20:36 +01:00
parent be035538c2
commit 231988bc9d
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@ -14,6 +14,7 @@ using osuTK;
using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Objects.Drawables;
using osu.Framework.Extensions.ObjectExtensions; using osu.Framework.Extensions.ObjectExtensions;
using System; using System;
using System.Globalization;
namespace osu.Game.Rulesets.Taiko.Skinning.Legacy namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
{ {
@ -39,7 +40,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
} }
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load(DrawableHitObject hitObject, ISkinSource skin, SkinManager skinManager) private void load(DrawableHitObject hitObject, ISkinSource skin)
{ {
Children = new Drawable[] Children = new Drawable[]
{ {
@ -54,7 +55,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
{ {
Anchor = Anchor.Centre, Anchor = Anchor.Centre,
Origin = 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[] Children = new Drawable[]
{ {
@ -109,14 +110,14 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
private void animateSwellProgress(int numHits, int requiredHits) private void animateSwellProgress(int numHits, int requiredHits)
{ {
int remainingHits = requiredHits - numHits; int remainingHits = requiredHits - numHits;
remainingHitsText.Text = remainingHits.ToString(); remainingHitsText.Text = remainingHits.ToString(CultureInfo.InvariantCulture);
remainingHitsText.ScaleTo(1.6f - (0.6f * ((float)remainingHits / requiredHits)), 60, Easing.OutQuad); remainingHitsText.ScaleTo(1.6f - (0.6f * ((float)remainingHits / requiredHits)), 60, Easing.Out);
spinnerCircle.ClearTransforms(); spinnerCircle.ClearTransforms();
spinnerCircle spinnerCircle
.RotateTo(180f * numHits, 1000, Easing.OutQuint) .RotateTo(180f * numHits, 1000, Easing.OutQuint)
.ScaleTo(Math.Min(0.94f, spinnerCircle.Scale.X + 0.02f)) .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) private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
@ -134,7 +135,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
samplePlayed = false; samplePlayed = false;
} }
const double body_transition_duration = 100; const double body_transition_duration = 200;
warning.FadeOut(body_transition_duration); warning.FadeOut(body_transition_duration);
bodyContainer.FadeIn(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_transition_duration = 300;
const double clear_fade_in = 120; const double clear_fade_in = 120;
bodyContainer bodyContainer.FadeOut(clear_transition_duration, Easing.OutQuad);
.FadeOut(clear_transition_duration, Easing.OutQuad) spinnerCircle.ScaleTo(spinnerCircle.Scale.X + 0.05f, clear_transition_duration, Easing.OutQuad);
.ScaleTo(1.05f, clear_transition_duration, Easing.OutQuad);
if (state == ArmedState.Hit) if (state == ArmedState.Hit)
{ {
@ -159,11 +159,11 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
} }
clearAnimation clearAnimation
.FadeIn(clear_fade_in)
.MoveTo(new Vector2(0, 0)) .MoveTo(new Vector2(0, 0))
.MoveTo(new Vector2(0, -90), clear_fade_in * 2, Easing.Out)
.ScaleTo(0.4f) .ScaleTo(0.4f)
.MoveTo(new Vector2(0, -90), clear_fade_in * 2, Easing.OutQuad)
.ScaleTo(1f, clear_fade_in * 2, Easing.Out) .ScaleTo(1f, clear_fade_in * 2, Easing.Out)
.FadeIn(clear_fade_in)
.Delay(clear_fade_in * 3) .Delay(clear_fade_in * 3)
.FadeOut(clear_fade_in * 2.5); .FadeOut(clear_fade_in * 2.5);
} }