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Merge pull request #19264 from TacoGuyAT/triangles-animation-tweaks
Increase responsiveness of osu! logo triangles to the beat
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commit
55bde4eeb0
@ -28,7 +28,8 @@ namespace osu.Game.Graphics.Containers
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public class BeatSyncedContainer : Container
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{
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private int lastBeat;
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private TimingControlPoint lastTimingPoint;
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protected TimingControlPoint LastTimingPoint { get; private set; }
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protected EffectControlPoint LastEffectPoint { get; private set; }
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/// <summary>
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/// The amount of time before a beat we should fire <see cref="OnNewBeat(int, TimingControlPoint, EffectControlPoint, ChannelAmplitudes)"/>.
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@ -127,7 +128,7 @@ namespace osu.Game.Graphics.Containers
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TimeSinceLastBeat = beatLength - TimeUntilNextBeat;
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if (ReferenceEquals(timingPoint, lastTimingPoint) && beatIndex == lastBeat)
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if (ReferenceEquals(timingPoint, LastTimingPoint) && beatIndex == lastBeat)
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return;
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// as this event is sometimes used for sound triggers where `BeginDelayedSequence` has no effect, avoid firing it if too far away from the beat.
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@ -139,7 +140,8 @@ namespace osu.Game.Graphics.Containers
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}
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lastBeat = beatIndex;
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lastTimingPoint = timingPoint;
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LastTimingPoint = timingPoint;
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LastEffectPoint = effectPoint;
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}
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}
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}
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@ -90,6 +90,8 @@ namespace osu.Game.Screens.Menu
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private const double early_activation = 60;
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private const float triangles_paused_velocity = 0.5f;
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public override bool IsPresent => base.IsPresent || Scheduler.HasPendingTasks;
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public OsuLogo()
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@ -319,6 +321,11 @@ namespace osu.Game.Screens.Menu
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.FadeTo(visualizer_default_alpha * 1.8f * amplitudeAdjust, early_activation, Easing.Out).Then()
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.FadeTo(visualizer_default_alpha, beatLength);
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}
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this.Delay(early_activation).Schedule(() =>
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{
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triangles.Velocity += amplitudeAdjust * (effectPoint.KiaiMode ? 6 : 3);
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});
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}
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public void PlayIntro()
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@ -340,22 +347,17 @@ namespace osu.Game.Screens.Menu
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base.Update();
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const float scale_adjust_cutoff = 0.4f;
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const float velocity_adjust_cutoff = 0.98f;
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const float paused_velocity = 0.5f;
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if (musicController.CurrentTrack.IsRunning)
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{
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float maxAmplitude = lastBeatIndex >= 0 ? musicController.CurrentTrack.CurrentAmplitudes.Maximum : 0;
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logoAmplitudeContainer.Scale = new Vector2((float)Interpolation.Damp(logoAmplitudeContainer.Scale.X, 1 - Math.Max(0, maxAmplitude - scale_adjust_cutoff) * 0.04f, 0.9f, Time.Elapsed));
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if (maxAmplitude > velocity_adjust_cutoff)
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triangles.Velocity = 1 + Math.Max(0, maxAmplitude - velocity_adjust_cutoff) * 50;
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else
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triangles.Velocity = (float)Interpolation.Damp(triangles.Velocity, 1, 0.995f, Time.Elapsed);
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triangles.Velocity = (float)Interpolation.Damp(triangles.Velocity, triangles_paused_velocity * (LastEffectPoint.KiaiMode ? 4 : 2), 0.995f, Time.Elapsed);
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}
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else
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{
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triangles.Velocity = paused_velocity;
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triangles.Velocity = (float)Interpolation.Damp(triangles.Velocity, triangles_paused_velocity, 0.9f, Time.Elapsed);
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}
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}
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