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Merge pull request #5865 from peppy/fix-osu-hitobject-fade-in

Fix osu! approach circles fading in too late
This commit is contained in:
Dean Herbert 2019-08-28 20:25:49 +09:00 committed by GitHub
commit 720908ba22
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GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 17 additions and 8 deletions

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@ -60,7 +60,7 @@ namespace osu.Game.Rulesets.Catch.Objects.Drawable
protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt; protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt;
protected override void UpdateInitialTransforms() => this.FadeIn(200); protected override void UpdateInitialTransforms() => this.FadeInFromZero(200);
protected override void UpdateStateTransforms(ArmedState state) protected override void UpdateStateTransforms(ArmedState state)
{ {

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@ -46,8 +46,6 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
Anchor = Origin = e.NewValue == ScrollingDirection.Up ? Anchor.TopCentre : Anchor.BottomCentre; Anchor = Origin = e.NewValue == ScrollingDirection.Up ? Anchor.TopCentre : Anchor.BottomCentre;
} }
protected override void UpdateInitialTransforms() => this.FadeIn();
protected override void UpdateStateTransforms(ArmedState state) protected override void UpdateStateTransforms(ArmedState state)
{ {
switch (state) switch (state)

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@ -29,6 +29,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
private readonly HitArea hitArea; private readonly HitArea hitArea;
private readonly SkinnableDrawable mainContent;
public DrawableHitCircle(HitCircle h) public DrawableHitCircle(HitCircle h)
: base(h) : base(h)
{ {
@ -56,7 +58,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
return true; return true;
}, },
}, },
new SkinnableDrawable("Play/osu/hitcircle", _ => new MainCirclePiece(HitObject.IndexInCurrentCombo)), mainContent = new SkinnableDrawable("Play/osu/hitcircle", _ => new MainCirclePiece(HitObject.IndexInCurrentCombo)),
ApproachCircle = new ApproachCircle ApproachCircle = new ApproachCircle
{ {
Alpha = 0, Alpha = 0,
@ -108,6 +110,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
{ {
base.UpdateInitialTransforms(); base.UpdateInitialTransforms();
mainContent.FadeInFromZero(HitObject.TimeFadeIn);
ApproachCircle.FadeIn(Math.Min(HitObject.TimeFadeIn * 2, HitObject.TimePreempt)); ApproachCircle.FadeIn(Math.Min(HitObject.TimeFadeIn * 2, HitObject.TimePreempt));
ApproachCircle.ScaleTo(1f, HitObject.TimePreempt); ApproachCircle.ScaleTo(1f, HitObject.TimePreempt);
ApproachCircle.Expire(true); ApproachCircle.Expire(true);

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@ -36,8 +36,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt; protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt;
protected override void UpdateInitialTransforms() => this.FadeIn(HitObject.TimeFadeIn);
private OsuInputManager osuActionInputManager; private OsuInputManager osuActionInputManager;
internal OsuInputManager OsuActionInputManager => osuActionInputManager ?? (osuActionInputManager = GetContainingInputManager() as OsuInputManager); internal OsuInputManager OsuActionInputManager => osuActionInputManager ?? (osuActionInputManager = GetContainingInputManager() as OsuInputManager);

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@ -93,6 +93,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
} }
} }
protected override void UpdateInitialTransforms()
{
base.UpdateInitialTransforms();
Body.FadeInFromZero(HitObject.TimeFadeIn);
}
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load() private void load()
{ {

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@ -78,8 +78,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
public abstract bool OnPressed(TaikoAction action); public abstract bool OnPressed(TaikoAction action);
public virtual bool OnReleased(TaikoAction action) => false; public virtual bool OnReleased(TaikoAction action) => false;
protected override void UpdateInitialTransforms() => this.FadeIn();
public override double LifetimeStart public override double LifetimeStart
{ {
get => base.LifetimeStart; get => base.LifetimeStart;

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@ -7,6 +7,7 @@ using System.Linq;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Extensions.TypeExtensions; using osu.Framework.Extensions.TypeExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Primitives; using osu.Framework.Graphics.Primitives;
using osu.Game.Audio; using osu.Game.Audio;
using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Judgements;
@ -186,6 +187,8 @@ namespace osu.Game.Rulesets.Objects.Drawables
/// <summary> /// <summary>
/// Apply (generally fade-in) transforms leading into the <see cref="HitObject"/> start time. /// Apply (generally fade-in) transforms leading into the <see cref="HitObject"/> start time.
/// The local drawable hierarchy is recursively delayed to <see cref="LifetimeStart"/> for convenience. /// The local drawable hierarchy is recursively delayed to <see cref="LifetimeStart"/> for convenience.
///
/// By default this will fade in the object from zero with no duration.
/// </summary> /// </summary>
/// <remarks> /// <remarks>
/// This is called once before every <see cref="UpdateStateTransforms"/>. This is to ensure a good state in the case /// This is called once before every <see cref="UpdateStateTransforms"/>. This is to ensure a good state in the case
@ -193,6 +196,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
/// </remarks> /// </remarks>
protected virtual void UpdateInitialTransforms() protected virtual void UpdateInitialTransforms()
{ {
this.FadeInFromZero();
} }
/// <summary> /// <summary>