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Get rid of AddDelay & ResetDelay in osu.Game.Rulesets.Osu

This commit is contained in:
Thomas Müller 2017-07-17 17:05:24 +03:00
parent 87bcd526f3
commit 546efc0181
6 changed files with 27 additions and 31 deletions

View File

@ -98,8 +98,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
fp.MoveTo(pointEndPosition, DrawableOsuHitObject.TIME_FADEIN, EasingTypes.Out);
fp.AddDelay(fadeOutTime - fadeInTime);
fp.FadeOut(DrawableOsuHitObject.TIME_FADEIN);
fp.Delay(fadeOutTime - fadeInTime).FadeOut(DrawableOsuHitObject.TIME_FADEIN);
}
fp.Expire(true);

View File

@ -26,7 +26,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
protected sealed override void UpdateState(ArmedState state)
{
Flush();
ResetDelay(true);
using (BeginAbsoluteSequence(HitObject.StartTime - TIME_PREEMPT, true))
{

View File

@ -158,14 +158,14 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
ball.FadeIn();
AddDelay(slider.Duration, true);
using (BeginDelayedSequence(slider.Duration, true))
{
body.FadeOut(160);
ball.FadeOut(160);
body.FadeOut(160);
ball.FadeOut(160);
this.FadeOut(800);
Expire();
this.FadeOut(800)
.Expire();
}
}
public Drawable ProxiedLayer => initialCircle.ApproachCircle;

View File

@ -75,16 +75,15 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
switch (state)
{
case ArmedState.Idle:
AddDelay(FadeOutTime - sliderTick.StartTime);
this.FadeOut();
this.Delay(FadeOutTime - sliderTick.StartTime).FadeOut();
break;
case ArmedState.Miss:
this.FadeOut(160);
this.FadeColour(Color4.Red, 80);
this.FadeOut(160)
.FadeColour(Color4.Red, 80);
break;
case ArmedState.Hit:
this.FadeOut(120, EasingTypes.OutQuint);
this.ScaleTo(Scale * 1.5f, 120, EasingTypes.OutQuint);
this.FadeOut(120, EasingTypes.OutQuint)
.ScaleTo(Scale * 1.5f, 120, EasingTypes.OutQuint);
break;
}
}

View File

@ -189,30 +189,28 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
disc.RotateTo(-720);
symbol.RotateTo(-720);
mainContainer.ScaleTo(0);
mainContainer.ScaleTo(spinner.Scale * circle.DrawHeight / DrawHeight * 1.4f, TIME_PREEMPT - 150, EasingTypes.OutQuint);
mainContainer.AddDelay(TIME_PREEMPT - 150);
mainContainer.ScaleTo(1, 500, EasingTypes.OutQuint);
mainContainer
.ScaleTo(0)
.ScaleTo(spinner.Scale * circle.DrawHeight / DrawHeight * 1.4f, TIME_PREEMPT - 150, EasingTypes.OutQuint)
.Then()
.ScaleTo(1, 500, EasingTypes.OutQuint);
}
protected override void UpdateCurrentState(ArmedState state)
{
AddDelay(spinner.Duration, true);
this.FadeOut(160);
var sequence = this.Delay(spinner.Duration).FadeOut(160);
switch (state)
{
case ArmedState.Hit:
this.ScaleTo(Scale * 1.2f, 320, EasingTypes.Out);
Expire();
sequence.ScaleTo(Scale * 1.2f, 320, EasingTypes.Out);
break;
case ArmedState.Miss:
this.ScaleTo(Scale * 0.8f, 320, EasingTypes.In);
Expire();
sequence.ScaleTo(Scale * 0.8f, 320, EasingTypes.In);
break;
}
sequence.Expire();
}
}
}

View File

@ -128,9 +128,10 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
if (Complete && updateCompleteTick())
{
background.Flush(false, nameof(Alpha));
background.FadeTo(tracking_alpha + 0.2f, 60, EasingTypes.OutExpo);
background.AddDelay(60);
background.FadeTo(tracking_alpha, 250, EasingTypes.OutQuint);
background
.FadeTo(tracking_alpha + 0.2f, 60, EasingTypes.OutExpo)
.Then()
.FadeTo(tracking_alpha, 250, EasingTypes.OutQuint);
}
this.RotateTo(currentRotation / 2, validAndTracking ? 500 : 1500, EasingTypes.OutExpo);