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Adjust argon animations a bit
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@ -133,7 +133,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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const double fade_out_time = 800;
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const double fade_out_time = 800;
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const double flash_in_duration = 150;
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const double flash_in_duration = 150;
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const double resize_duration = 300;
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const double resize_duration = 400;
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const float shrink_size = 0.8f;
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const float shrink_size = 0.8f;
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@ -165,13 +165,19 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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// The outer gradient is resize with a slight delay from the border.
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// The outer gradient is resize with a slight delay from the border.
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// This is to give it a bomb-like effect, with the border "triggering" its animation when getting close.
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// This is to give it a bomb-like effect, with the border "triggering" its animation when getting close.
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using (BeginDelayedSequence(flash_in_duration / 12))
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using (BeginDelayedSequence(flash_in_duration / 12))
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{
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outerGradient.ResizeTo(outerGradient.Size * shrink_size, resize_duration, Easing.OutElasticHalf);
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outerGradient.ResizeTo(outerGradient.Size * shrink_size, resize_duration, Easing.OutElasticHalf);
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outerGradient
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.FadeColour(Color4.White, 80)
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.Then()
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.FadeOut(flash_in_duration);
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}
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// The flash layer starts white to give the wanted brightness, but is almost immediately
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// The flash layer starts white to give the wanted brightness, but is almost immediately
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// recoloured to the accent colour. This would more correctly be done with two layers (one for the initial flash)
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// recoloured to the accent colour. This would more correctly be done with two layers (one for the initial flash)
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// but works well enough with the colour fade.
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// but works well enough with the colour fade.
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flash.FadeTo(1, flash_in_duration, Easing.OutQuint);
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flash.FadeTo(1, flash_in_duration, Easing.OutQuint);
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flash.FlashColour(Color4.White, flash_in_duration, Easing.OutQuint);
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flash.FlashColour(accentColour.Value, fade_out_time, Easing.OutQuint);
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this.FadeOut(fade_out_time, Easing.OutQuad);
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this.FadeOut(fade_out_time, Easing.OutQuad);
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break;
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break;
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