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Tidy up various code quality issues in OsuModBubbles

This commit is contained in:
Dean Herbert 2023-05-02 17:07:22 +09:00
parent fb0e90913d
commit 7830711c8e

View File

@ -165,15 +165,15 @@ namespace osu.Game.Rulesets.Osu.Mods
ColourInfo colourDarker = DrawableOsuHitObject.AccentColour.Value.Darken(0.1f);
// The absolute length of the bubble's animation, can be used in fractions for animations of partial length
double getAnimationDuration = 1700 + Math.Pow(FadeTime, 1.07f);
double duration = 1700 + Math.Pow(FadeTime, 1.07f);
// Main bubble scaling based on combo
this.FadeTo(1)
.ScaleTo(MaxSize, getAnimationDuration * 0.8f)
.ScaleTo(MaxSize, duration * 0.8f)
.Then()
// Pop at the end of the bubbles life time
.ScaleTo(MaxSize * 1.5f, getAnimationDuration * 0.2f, Easing.OutQuint)
.FadeOut(getAnimationDuration * 0.2f, Easing.OutCirc).Expire();
.ScaleTo(MaxSize * 1.5f, duration * 0.2f, Easing.OutQuint)
.FadeOut(duration * 0.2f, Easing.OutCirc).Expire();
if (!DrawableOsuHitObject.IsHit) return;
@ -182,28 +182,28 @@ namespace osu.Game.Rulesets.Osu.Mods
colourBox.FadeColour(colourDarker);
content.TransformTo(nameof(BorderColour), colourDarker, getAnimationDuration * 0.3f, Easing.OutQuint);
content.TransformTo(nameof(BorderColour), colourDarker, duration * 0.3f, Easing.OutQuint);
// Ripple effect utilises the border to reduce drawable count
content.TransformTo(nameof(BorderThickness), 2f, getAnimationDuration * 0.3f, Easing.OutQuint)
content.TransformTo(nameof(BorderThickness), 2f, duration * 0.3f, Easing.OutQuint)
// Avoids transparency overlap issues during the bubble "pop"
.Then().Schedule(() => content.BorderThickness = 0);
}
private Vector2 getPosition(DrawableOsuHitObject drawableOsuHitObject)
private Vector2 getPosition(DrawableOsuHitObject drawableObject)
{
switch (drawableOsuHitObject)
switch (drawableObject)
{
// SliderHeads are derived from HitCircles,
// so we must handle them before to avoid them using the wrong positioning logic
case DrawableSliderHead:
return drawableOsuHitObject.HitObject.Position;
return drawableObject.HitObject.Position;
// Using hitobject position will cause issues with HitCircle placement due to stack leniency.
case DrawableHitCircle:
return drawableOsuHitObject.Position;
return drawableObject.Position;
default:
return drawableOsuHitObject.HitObject.Position;
return drawableObject.HitObject.Position;
}
}
}