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Avoid performing colour fades when pill is not visible in the first place

This commit is contained in:
Dean Herbert
2025-04-11 21:19:01 +09:00
Unverified
parent c4cfd3a148
commit 4b9873f03e
@@ -13,7 +13,6 @@ using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Localisation;
using osu.Game.Overlays;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Beatmaps.Drawables
@@ -116,6 +115,10 @@ namespace osu.Game.Beatmaps.Drawables
this.FadeIn(animation_duration, Easing.OutQuint);
// Handle the case where transition from hidden to non-hidden may cause
// a fade from a colour that doesn't make sense (due to not being able to see the previous colour).
double duration = Alpha > 0 ? animation_duration : 0;
Color4 statusTextColour;
if (colourProvider != null)
@@ -123,8 +126,8 @@ namespace osu.Game.Beatmaps.Drawables
else
statusTextColour = status == BeatmapOnlineStatus.Graveyard ? colours.GreySeaFoamLight : Color4.Black;
statusText.FadeColour(statusTextColour, animation_duration, Easing.OutQuint);
background.FadeColour(OsuColour.ForBeatmapSetOnlineStatus(Status) ?? colourProvider?.Light1 ?? colours.GreySeaFoamLighter, animation_duration, Easing.OutQuint);
statusText.FadeColour(statusTextColour, duration, Easing.OutQuint);
background.FadeColour(OsuColour.ForBeatmapSetOnlineStatus(Status) ?? colourProvider?.Light1 ?? colours.GreySeaFoamLighter, duration, Easing.OutQuint);
statusText.Text = Status.GetLocalisableDescription().ToUpper();
}