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Merge pull request #1840 from Aergwyn/fix-slider-follow-circle
Fix slider follow circle instantly disappearing on slider ends
This commit is contained in:
commit
8c2cc4c85b
@ -1 +1 @@
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Subproject commit 6134dafccb3368dac96d837537325c04b89fb8ee
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Subproject commit 8366ab17059b8964b0fd6d1ef4f07b0f3412c2ec
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@ -158,14 +158,23 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected override void UpdateCurrentState(ArmedState state)
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{
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Ball.FadeIn();
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Ball.ScaleTo(HitObject.Scale);
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using (BeginDelayedSequence(slider.Duration, true))
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{
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Body.FadeOut(160);
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Ball.FadeOut(160);
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const float fade_out_time = 450;
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this.FadeOut(800)
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.Expire();
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// intentionally pile on an extra FadeOut to make it happen much faster.
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Ball.FadeOut(fade_out_time / 4, Easing.Out);
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switch (state)
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{
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case ArmedState.Hit:
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Ball.ScaleTo(HitObject.Scale * 1.4f, fade_out_time, Easing.Out);
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break;
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}
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this.FadeOut(fade_out_time, Easing.OutQuint).Expire();
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}
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}
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@ -31,7 +31,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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}
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private readonly Slider slider;
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private readonly Box follow;
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public readonly Box FollowCircle;
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private readonly Box ball;
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public SliderBall(Slider slider)
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@ -46,7 +46,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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Children = new Drawable[]
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{
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follow = new Box
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FollowCircle = new Box
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{
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Origin = Anchor.Centre,
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Anchor = Anchor.Centre,
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@ -101,11 +101,11 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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// If the current time is between the start and end of the slider, we should track mouse input regardless of the cursor position.
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public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => canCurrentlyTrack || base.ReceiveMouseInputAt(screenSpacePos);
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public override void ClearTransforms(bool propagateChildren = false, string targetMember = null)
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public override void ClearTransformsAfter(double time, bool propagateChildren = false, string targetMember = null)
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{
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// Consider the case of rewinding - children's transforms are handled internally, so propagating down
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// any further will cause weirdness with the Tracking bool below. Let's not propagate further at this point.
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base.ClearTransforms(false, targetMember);
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base.ClearTransformsAfter(time, false, targetMember);
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}
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private bool tracking;
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@ -118,8 +118,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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return;
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tracking = value;
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follow.ScaleTo(tracking ? 2.8f : 1, 300, Easing.OutQuint);
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follow.FadeTo(tracking ? 0.2f : 0, 300, Easing.OutQuint);
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FollowCircle.ScaleTo(tracking ? 2.8f : 1, 300, Easing.OutQuint);
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FollowCircle.FadeTo(tracking ? 0.2f : 0, 300, Easing.OutQuint);
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}
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}
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@ -129,11 +129,14 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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{
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base.Update();
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// Make sure to use the base version of ReceiveMouseInputAt so that we correctly check the position.
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Tracking = canCurrentlyTrack
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&& lastState != null
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&& base.ReceiveMouseInputAt(lastState.Mouse.NativeState.Position)
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&& ((Parent as DrawableSlider)?.OsuActionInputManager?.PressedActions.Any(x => x == OsuAction.LeftButton || x == OsuAction.RightButton) ?? false);
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if (Time.Current < slider.EndTime)
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{
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// Make sure to use the base version of ReceiveMouseInputAt so that we correctly check the position.
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Tracking = canCurrentlyTrack
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&& lastState != null
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&& base.ReceiveMouseInputAt(lastState.Mouse.NativeState.Position)
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&& ((Parent as DrawableSlider)?.OsuActionInputManager?.PressedActions.Any(x => x == OsuAction.LeftButton || x == OsuAction.RightButton) ?? false);
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}
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}
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public void UpdateProgress(double progress, int repeat)
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@ -141,4 +144,4 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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Position = slider.Curve.PositionAt(progress);
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}
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}
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}
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}
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