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Remove redundant flash layer colour logic

In a previous iteration, the flash layer was white on the initial hit,
but this seems to have been removed for the final implementation.
This commit is contained in:
Dean Herbert 2022-10-19 15:13:20 +09:00
parent 31f499a950
commit 9356a40a39

View File

@ -173,11 +173,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
.FadeOut(flash_in_duration);
}
// The flash layer starts white to give the wanted brightness, but is almost immediately
// recoloured to the accent colour. This would more correctly be done with two layers (one for the initial flash)
// but works well enough with the colour fade.
flash.FadeTo(1, flash_in_duration, Easing.OutQuint);
flash.FlashColour(accentColour.Value, fade_out_time, Easing.OutQuint);
this.FadeOut(fade_out_time, Easing.OutQuad);
break;