1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-11 19:27:26 +08:00

Improve light rotational alignment and increase light count to 8

This commit is contained in:
Dean Herbert 2022-06-02 16:58:14 +09:00
parent 060372a129
commit 4abfb35611

View File

@ -62,7 +62,7 @@ namespace osu.Game.Screens.Edit.Timing
private ScheduledDelegate? resetDelegate;
private const int light_count = 6;
private const int light_count = 8;
private const int initial_taps_to_ignore = 4;
@ -70,6 +70,8 @@ namespace osu.Game.Screens.Edit.Timing
private const double transition_length = 500;
private const float angular_light_gap = 0.007f;
private readonly List<double> tapTimings = new List<double>();
[BackgroundDependencyLoader]
@ -185,7 +187,7 @@ namespace osu.Game.Screens.Edit.Timing
{
var light = new Light
{
Rotation = i * (360f / light_count)
Rotation = (i + 1) * (360f / light_count) + 360 * angular_light_gap / 2,
};
lights.Add(light);
@ -336,6 +338,7 @@ namespace osu.Game.Screens.Edit.Timing
light.Hide();
tapTimings.Clear();
currentLight = 0;
IsHandlingTapping.Value = false;
}
@ -357,14 +360,12 @@ namespace osu.Game.Screens.Edit.Timing
Size = new Vector2(0.98f); // Avoid bleed into masking edge.
const float angular_gap = 0.007f;
InternalChildren = new Drawable[]
{
new CircularProgress
{
RelativeSizeAxes = Axes.Both,
Current = { Value = 1f / light_count - angular_gap },
Current = { Value = 1f / light_count - angular_light_gap },
Colour = colourProvider.Background2,
},
fillContent = new Container
@ -377,7 +378,7 @@ namespace osu.Game.Screens.Edit.Timing
new CircularProgress
{
RelativeSizeAxes = Axes.Both,
Current = { Value = 1f / light_count - angular_gap },
Current = { Value = 1f / light_count - angular_light_gap },
Blending = BlendingParameters.Additive
},
// Please do not try and make sense of this.