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Always fade out approach circles at a HitObject's start time to better match stable

This commit is contained in:
Dean Herbert 2021-03-23 19:19:07 +09:00
parent 9e38d580ca
commit 64e85ba995

View File

@ -164,28 +164,29 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
ApproachCircle.Expire(true); ApproachCircle.Expire(true);
} }
protected override void UpdateStartTimeStateTransforms()
{
base.UpdateStartTimeStateTransforms();
ApproachCircle.FadeOut(50);
}
protected override void UpdateHitStateTransforms(ArmedState state) protected override void UpdateHitStateTransforms(ArmedState state)
{ {
Debug.Assert(HitObject.HitWindows != null); Debug.Assert(HitObject.HitWindows != null);
// todo: temporary / arbitrary, used for lifetime optimisation.
this.Delay(800).FadeOut();
switch (state) switch (state)
{ {
case ArmedState.Idle: case ArmedState.Idle:
this.Delay(HitObject.TimePreempt).FadeOut(500);
HitArea.HitAction = null; HitArea.HitAction = null;
break; break;
case ArmedState.Miss: case ArmedState.Miss:
ApproachCircle.FadeOut(50);
this.FadeOut(100); this.FadeOut(100);
break; break;
case ArmedState.Hit:
ApproachCircle.FadeOut(50);
// todo: temporary / arbitrary
this.Delay(800).FadeOut();
break;
} }
Expire(); Expire();