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Adjust legacy reverse arrow implementation to match stable more closely

This commit is contained in:
Dean Herbert 2023-10-02 22:26:57 +09:00
parent f0070eecf1
commit 94e49a34fd

View File

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