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More refactoring

Also allows rotation when reaching the end of the available mods.
This commit is contained in:
Dean Herbert 2017-05-29 18:03:40 +09:00
parent 5e473c6c96
commit 7960b5cf26

View File

@ -37,7 +37,7 @@ namespace osu.Game.Overlays.Mods
public string TooltipText => (SelectedMod?.Description ?? Mods.FirstOrDefault()?.Description) ?? string.Empty;
private const EasingTypes mod_switch_easing = EasingTypes.InOutSine;
private const double mod_switch_duration = 140;
private const double mod_switch_duration = 120;
// A selected index of -1 means not selected.
private int selectedIndex = -1;
@ -52,31 +52,34 @@ namespace osu.Game.Overlays.Mods
{
if (value == selectedIndex) return;
int direction = value < selectedIndex ? -1 : 1;
bool beforeSelected = Selected;
int direction = value < selectedIndex ? -1 : 1;
selectedIndex = value;
Mod modBefore = SelectedMod ?? Mods[0];
if (value >= Mods.Length)
selectedIndex = -1;
else if (value <= -2)
else if (value < -1)
selectedIndex = Mods.Length - 1;
else
selectedIndex = value;
if (beforeSelected ^ Selected)
Mod modAfter = SelectedMod ?? Mods[0];
if (beforeSelected != Selected)
{
iconsContainer.RotateTo(Selected ? 5f : 0f, 300, EasingTypes.OutElastic);
iconsContainer.ScaleTo(Selected ? 1.1f : 1f, 300, EasingTypes.OutElastic);
displayMod(SelectedMod ?? Mods[0]);
}
else
if (modBefore != modAfter)
{
const float rotate_angle = 16;
foregroundIcon.RotateTo(rotate_angle * direction, mod_switch_duration, mod_switch_easing);
backgroundIcon.RotateTo(-rotate_angle * direction, mod_switch_duration, mod_switch_easing);
backgroundIcon.Icon = SelectedMod.Icon;
backgroundIcon.Icon = modAfter.Icon;
using (iconsContainer.BeginDelayedSequence(mod_switch_duration, true))
{
foregroundIcon.RotateTo(-rotate_angle * direction);
@ -85,7 +88,7 @@ namespace osu.Game.Overlays.Mods
backgroundIcon.RotateTo(rotate_angle * direction);
backgroundIcon.RotateTo(0f, mod_switch_duration, mod_switch_easing);
iconsContainer.Schedule(() => displayMod(SelectedMod ?? Mods[0]));
iconsContainer.Schedule(() => displayMod(modAfter));
}
}