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Fix fail animation breaking on post-fail judgements

This commit is contained in:
Dean Herbert 2020-09-22 15:08:53 +09:00
parent e52a330dd8
commit 3276b9ae9c

View File

@ -89,6 +89,8 @@ namespace osu.Game.Screens.Play
private void applyToPlayfield(Playfield playfield)
{
double failTime = playfield.Time.Current;
foreach (var nested in playfield.NestedPlayfields)
applyToPlayfield(nested);
@ -97,13 +99,29 @@ namespace osu.Game.Screens.Play
if (appliedObjects.Contains(obj))
continue;
obj.RotateTo(RNG.NextSingle(-90, 90), duration);
obj.ScaleTo(obj.Scale * 0.5f, duration);
obj.MoveToOffset(new Vector2(0, 400), duration);
float rotation = RNG.NextSingle(-90, 90);
Vector2 originalPosition = obj.Position;
Vector2 originalScale = obj.Scale;
dropOffScreen(obj, failTime, rotation, originalScale, originalPosition);
// need to reapply the fail drop after judgement state changes
obj.ApplyCustomUpdateState += (o, _) => dropOffScreen(obj, failTime, rotation, originalScale, originalPosition);
appliedObjects.Add(obj);
}
}
private void dropOffScreen(DrawableHitObject obj, double failTime, float randomRotation, Vector2 originalScale, Vector2 originalPosition)
{
using (obj.BeginAbsoluteSequence(failTime))
{
obj.RotateTo(randomRotation, duration);
obj.ScaleTo(originalScale * 0.5f, duration);
obj.MoveTo(originalPosition + new Vector2(0, 400), duration);
}
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);