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Merge pull request #16068 from peppy/fix-fail-animation-background-dim

Improve appearance of player-wide background after failing with low background dim
This commit is contained in:
Dan Balasescu
2021-12-15 06:32:02 +09:00
committed by GitHub
Unverified
2 changed files with 13 additions and 0 deletions
+11
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@@ -6,6 +6,7 @@ using osu.Framework.Bindables;
using osu.Game.Rulesets.UI;
using System;
using System.Collections.Generic;
using JetBrains.Annotations;
using ManagedBass.Fx;
using osu.Framework.Allocation;
using osu.Framework.Audio.Sample;
@@ -18,6 +19,7 @@ using osu.Framework.Utils;
using osu.Game.Audio.Effects;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using osuTK;
using osuTK.Graphics;
@@ -58,6 +60,12 @@ namespace osu.Game.Screens.Play
RelativeSizeAxes = Axes.Both,
};
/// <summary>
/// The player screen background, used to adjust appearance on failing.
/// </summary>
[CanBeNull]
public BackgroundScreen Background { private get; set; }
public FailAnimation(DrawableRuleset drawableRuleset)
{
this.drawableRuleset = drawableRuleset;
@@ -136,6 +144,9 @@ namespace osu.Game.Screens.Play
Content.ScaleTo(0.85f, duration, Easing.OutQuart);
Content.RotateTo(1, duration, Easing.OutQuart);
Content.FadeColour(Color4.Gray, duration);
// Will be restored by `ApplyToBackground` logic in `SongSelect`.
Background?.FadeColour(OsuColour.Gray(0.3f), 60);
}
public void RemoveFilters(bool resetTrackFrequency = true)
+2
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@@ -921,6 +921,8 @@ namespace osu.Game.Screens.Play
b.IsBreakTime.BindTo(breakTracker.IsBreakTime);
b.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
failAnimationLayer.Background = b;
});
HUDOverlay.IsBreakTime.BindTo(breakTracker.IsBreakTime);