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mirror of https://github.com/ppy/osu.git synced 2025-01-27 02:32:59 +08:00

Delay -> ApplyDelay; DelayReset -> ResetDelay

This commit is contained in:
Thomas Müller 2017-07-16 14:06:46 +03:00
parent 6063219b72
commit 71105bb9ee
28 changed files with 45 additions and 45 deletions

@ -1 +1 @@
Subproject commit 1b650814183065be20f10d7df7dce2045cad754e
Subproject commit 0bdb38e12e99716e563d27035737ba167d17763d

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@ -57,7 +57,7 @@ namespace osu.Desktop.VisualTests.Tests
if (remaining > 0)
{
Delay(80);
ApplyDelay(80);
Schedule(() => sendBarrage(remaining - 1));
}
}

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@ -84,7 +84,7 @@ namespace osu.Desktop.VisualTests.Tests
break;
case 5:
addSwell(1000);
playfieldContainer.Delay(scroll_time - 100);
playfieldContainer.ApplyDelay(scroll_time - 100);
break;
}

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

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

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@ -158,7 +158,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
ball.FadeIn();
Delay(slider.Duration, true);
ApplyDelay(slider.Duration, true);
body.FadeOut(160);
ball.FadeOut(160);

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@ -66,10 +66,10 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
this.ScaleTo(1.2f, animIn);
this.FadeIn(animIn);
Delay(animIn);
ApplyDelay(animIn);
this.ScaleTo(1, 150, EasingTypes.Out);
Delay(-animIn);
ApplyDelay(-animIn);
}
protected override void UpdateCurrentState(ArmedState state)
@ -77,7 +77,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
switch (state)
{
case ArmedState.Idle:
Delay(FadeOutTime - sliderTick.StartTime);
ApplyDelay(FadeOutTime - sliderTick.StartTime);
this.FadeOut();
break;
case ArmedState.Miss:

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@ -192,13 +192,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
mainContainer.ScaleTo(0);
mainContainer.ScaleTo(spinner.Scale * circle.DrawHeight / DrawHeight * 1.4f, TIME_PREEMPT - 150, EasingTypes.OutQuint);
mainContainer.Delay(TIME_PREEMPT - 150);
mainContainer.ApplyDelay(TIME_PREEMPT - 150);
mainContainer.ScaleTo(1, 500, EasingTypes.OutQuint);
}
protected override void UpdateCurrentState(ArmedState state)
{
Delay(spinner.Duration, true);
ApplyDelay(spinner.Duration, true);
this.FadeOut(160);

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@ -129,7 +129,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
{
background.Flush(false, nameof(Alpha));
background.FadeTo(tracking_alpha + 0.2f, 60, EasingTypes.OutExpo);
background.Delay(60);
background.ApplyDelay(60);
background.FadeTo(tracking_alpha, 250, EasingTypes.OutQuint);
}

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@ -64,7 +64,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
protected override void LoadComplete()
{
base.LoadComplete();
Delay(BarLine.StartTime - Time.Current);
ApplyDelay(BarLine.StartTime - Time.Current);
this.FadeOut(base_fadeout_time * BarLine.ScrollTime / 1000);
}

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@ -65,7 +65,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
protected override void UpdateState(ArmedState state)
{
Delay(HitObject.StartTime - Time.Current + Judgement.TimeOffset, true);
ApplyDelay(HitObject.StartTime - Time.Current + Judgement.TimeOffset, true);
var circlePiece = MainPiece as CirclePiece;
@ -74,7 +74,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
switch (State)
{
case ArmedState.Idle:
Delay(HitObject.HitWindowMiss);
ApplyDelay(HitObject.HitWindowMiss);
break;
case ArmedState.Miss:
this.FadeOut(100);
@ -98,7 +98,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
Content.ScaleTo(0.8f, gravity_time * 2, EasingTypes.OutQuad);
this.MoveToY(-gravity_travel_height, gravity_time, EasingTypes.Out);
Delay(gravity_time, true);
ApplyDelay(gravity_time, true);
this.MoveToY(gravity_travel_height * 2, gravity_time * 2, EasingTypes.In);
break;
}

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@ -181,13 +181,13 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
const float preempt = 100;
Delay(HitObject.StartTime - Time.Current - preempt, true);
ApplyDelay(HitObject.StartTime - Time.Current - preempt, true);
targetRing.ScaleTo(target_ring_scale, preempt * 4, EasingTypes.OutQuint);
Delay(preempt, true);
ApplyDelay(preempt, true);
Delay(Judgement.TimeOffset + HitObject.Duration, true);
ApplyDelay(Judgement.TimeOffset + HitObject.Duration, true);
const float out_transition_time = 300;

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@ -150,12 +150,12 @@ namespace osu.Game.Rulesets.Taiko.UI
const float up_time = 1000;
back.ScaleTo(target.Scale.X - scale_amount, down_time, EasingTypes.OutQuint);
back.Delay(down_time);
back.ApplyDelay(down_time);
back.ScaleTo(1, up_time, EasingTypes.OutQuint);
target.ScaleTo(target.Scale.X - scale_amount, down_time, EasingTypes.OutQuint);
target.FadeTo(Math.Min(target.Alpha + alpha_amount, 1), down_time, EasingTypes.OutQuint);
target.Delay(down_time);
target.ApplyDelay(down_time);
target.ScaleTo(1, up_time, EasingTypes.OutQuint);
target.FadeOut(up_time, EasingTypes.OutQuint);
}

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@ -99,7 +99,7 @@ namespace osu.Game.Graphics.UserInterface
colourContainer.ResizeTo(new Vector2(1.5f, 1f), click_duration, EasingTypes.In);
flash();
Delay(click_duration);
ApplyDelay(click_duration);
Schedule(delegate {
colourContainer.ResizeTo(new Vector2(0.8f, 1f));
spriteText.Spacing = Vector2.Zero;

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@ -106,7 +106,7 @@ namespace osu.Game.Graphics.UserInterface.Volume
private void schedulePopOut()
{
popOutDelegate?.Cancel();
Delay(1000);
ApplyDelay(1000);
popOutDelegate = Schedule(Hide);
}
}

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@ -119,7 +119,7 @@ namespace osu.Game
if (!menu.IsCurrentScreen)
{
menu.MakeCurrent();
Delay(500);
ApplyDelay(500);
scoreLoad = Schedule(() => LoadScore(s));
return;
}

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@ -35,7 +35,7 @@ namespace osu.Game.Overlays
if (v != Visibility.Hidden) return;
//handle the dialog being dismissed.
dialog.Delay(PopupDialog.EXIT_DURATION);
dialog.ApplyDelay(PopupDialog.EXIT_DURATION);
dialog.Expire();
if (dialog == currentDialog)

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@ -80,7 +80,7 @@ namespace osu.Game.Overlays.Notifications
NotificationContent.MoveToY(-DrawSize.Y / 2, 200, EasingTypes.OutQuint);
this.FadeTo(0.01f, 200); //don't completely fade out or our scheduled task won't run.
Delay(100);
ApplyDelay(100);
Schedule(Completed);
break;
}

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@ -75,14 +75,14 @@ namespace osu.Game.Rulesets.Judgements
this.MoveToOffset(new Vector2(0, 100), 800, EasingTypes.InQuint);
this.RotateTo(40, 800, EasingTypes.InQuint);
Delay(600);
ApplyDelay(600);
this.FadeOut(200);
break;
case HitResult.Hit:
this.ScaleTo(0.9f);
this.ScaleTo(1, 500, EasingTypes.OutElastic);
Delay(100);
ApplyDelay(100);
this.FadeOut(400);
break;
}

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@ -100,14 +100,14 @@ namespace osu.Game.Screens.Menu
Content.FadeInFromZero(500);
icon.Delay(1500);
icon.ApplyDelay(1500);
icon.FadeColour(iconColour, 200);
Delay(6000, true);
ApplyDelay(6000, true);
Content.FadeOut(250);
Delay(250);
ApplyDelay(250);
Schedule(() => Push(intro));
}

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@ -98,7 +98,7 @@ namespace osu.Game.Screens.Play.HUD
return;
fill.FadeEdgeEffectTo(Math.Min(1, fill.EdgeEffect.Colour.Linear.A + (1f - base_glow_opacity) / glow_max_hits), 50, EasingTypes.OutQuint);
fill.Delay(glow_fade_delay);
fill.ApplyDelay(glow_fade_delay);
fill.FadeEdgeEffectTo(base_glow_opacity, glow_fade_time, EasingTypes.OutQuint);
}

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@ -58,7 +58,7 @@ namespace osu.Game.Screens.Play
{
OnResume = delegate
{
Delay(400);
ApplyDelay(400);
Schedule(Resume);
},
OnRetry = () => OnRetry(),

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@ -77,7 +77,7 @@ namespace osu.Game.Screens.Play
Beatmap = player.Beatmap,
});
Delay(400);
ApplyDelay(400);
Schedule(pushWhenLoaded);
}
@ -104,14 +104,14 @@ namespace osu.Game.Screens.Play
contentIn();
Delay(500, true);
ApplyDelay(500, true);
logo.MoveToOffset(new Vector2(0, -180), 500, EasingTypes.InOutExpo);
Delay(250, true);
ApplyDelay(250, true);
info.FadeIn(500);
Delay(1400, true);
ApplyDelay(1400, true);
Schedule(pushWhenLoaded);
}
@ -123,7 +123,7 @@ namespace osu.Game.Screens.Play
contentOut();
Delay(250);
ApplyDelay(250);
Schedule(() =>
{

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@ -33,7 +33,7 @@ namespace osu.Game.Screens.Ranking
protected override void LoadComplete()
{
base.LoadComplete();
fill.Delay(400);
fill.ApplyDelay(400);
fill.FadeInFromZero(600);
}

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@ -179,7 +179,7 @@ namespace osu.Game.Screens.Ranking
foreach (var s in statisticsContainer.Children)
{
s.FadeOut();
s.Delay(delay += 200);
s.ApplyDelay(delay += 200);
s.FadeIn(300 + delay, EasingTypes.Out);
}
});

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@ -44,7 +44,7 @@ namespace osu.Game.Screens
boxContainer.ScaleTo(0.2f);
boxContainer.RotateTo(-20);
Content.Delay(300, true);
Content.ApplyDelay(300, true);
boxContainer.ScaleTo(1, transition_time, EasingTypes.OutElastic);
boxContainer.RotateTo(0, transition_time / 2, EasingTypes.OutQuint);

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@ -63,7 +63,7 @@ namespace osu.Game.Screens.Select.Leaderboards
};
scrollFlow.Add(ls);
ls.Delay(i++ * 50, true);
ls.ApplyDelay(i++ * 50, true);
ls.Show();
}

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@ -64,18 +64,18 @@ namespace osu.Game.Screens.Select.Leaderboards
this.FadeIn(200);
content.MoveToY(0, 800, EasingTypes.OutQuint);
Delay(100, true);
ApplyDelay(100, true);
avatar.FadeIn(300, EasingTypes.OutQuint);
nameLabel.FadeIn(350, EasingTypes.OutQuint);
avatar.MoveToX(0, 300, EasingTypes.OutQuint);
nameLabel.MoveToX(0, 350, EasingTypes.OutQuint);
Delay(250, true);
ApplyDelay(250, true);
scoreLabel.FadeIn(200);
scoreRank.FadeIn(200);
Delay(50, true);
ApplyDelay(50, true);
var drawables = new Drawable[] { flagBadgeContainer, maxCombo, accuracy, modsContainer, };
for (int i = 0; i < drawables.Length; i++)