diff --git a/osu.Game.Rulesets.Osu/Skinning/Legacy/LegacyReverseArrow.cs b/osu.Game.Rulesets.Osu/Skinning/Legacy/LegacyReverseArrow.cs index 09625c2aed..7e69c7a25b 100644 --- a/osu.Game.Rulesets.Osu/Skinning/Legacy/LegacyReverseArrow.cs +++ b/osu.Game.Rulesets.Osu/Skinning/Legacy/LegacyReverseArrow.cs @@ -73,28 +73,26 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy private void updateStateTransforms(DrawableHitObject hitObject, ArmedState state) { - const double move_out_duration = 35; - const double move_in_duration = 250; - const double total = 300; + const double duration = 300; + const float rotation = 5.625f; switch (state) { case ArmedState.Idle: if (shouldRotate) { - InternalChild.ScaleTo(1.3f, move_out_duration) - .RotateTo(5.625f) + InternalChild.ScaleTo(1.3f) + .RotateTo(rotation) .Then() - .ScaleTo(1f, move_in_duration) - .RotateTo(-5.625f, move_in_duration) - .Loop(total - (move_in_duration + move_out_duration)); + .ScaleTo(1f, duration) + .RotateTo(-rotation, duration) + .Loop(); } else { - InternalChild.ScaleTo(1.3f) - .Then() - .ScaleTo(1f, move_in_duration) - .Loop(total - (move_in_duration + move_out_duration)); + InternalChild.ScaleTo(1.3f).Then() + .ScaleTo(1f, duration, Easing.Out) + .Loop(); } break;