1
0
mirror of https://github.com/ppy/osu.git synced 2025-02-22 23:23:28 +08:00

Adjust things further

This commit is contained in:
Bartłomiej Dach 2025-02-12 10:55:57 +01:00
parent 231988bc9d
commit 96db6964df
No known key found for this signature in database

View File

@ -15,11 +15,14 @@ using osu.Game.Rulesets.Objects.Drawables;
using osu.Framework.Extensions.ObjectExtensions; using osu.Framework.Extensions.ObjectExtensions;
using System; using System;
using System.Globalization; using System.Globalization;
using osu.Framework.Utils;
namespace osu.Game.Rulesets.Taiko.Skinning.Legacy namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
{ {
public partial class LegacySwell : Container public partial class LegacySwell : Container
{ {
private const float scale_adjust = 768f / 480;
private DrawableSwell drawableSwell = null!; private DrawableSwell drawableSwell = null!;
private Container bodyContainer = null!; private Container bodyContainer = null!;
@ -80,12 +83,13 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
Anchor = Anchor.Centre, Anchor = Anchor.Centre,
Origin = Anchor.Centre, Origin = Anchor.Centre,
Scale = new Vector2(1.86f * 0.8f), Scale = new Vector2(1.86f * 0.8f),
Alpha = 0.8f,
}, },
remainingHitsText = new LegacySpriteText(LegacyFont.Combo) remainingHitsText = new LegacySpriteText(LegacyFont.Score)
{ {
Anchor = Anchor.Centre, Anchor = Anchor.Centre,
Origin = Anchor.Centre, Origin = Anchor.Centre,
Position = new Vector2(0f, 165f), Position = new Vector2(0f, 130f),
Scale = Vector2.One, Scale = Vector2.One,
}, },
} }
@ -96,6 +100,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
Anchor = Anchor.Centre, Anchor = Anchor.Centre,
Origin = Anchor.Centre, Origin = Anchor.Centre,
Alpha = 0, Alpha = 0,
Y = -40,
}, },
}, },
}, },
@ -159,11 +164,10 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
} }
clearAnimation clearAnimation
.MoveTo(new Vector2(0, 0)) .MoveToOffset(new Vector2(0, -90 * scale_adjust), clear_fade_in * 2, Easing.Out)
.MoveTo(new Vector2(0, -90), clear_fade_in * 2, Easing.Out)
.ScaleTo(0.4f) .ScaleTo(0.4f)
.ScaleTo(1f, clear_fade_in * 2, Easing.Out) .ScaleTo(1f, clear_fade_in * 2, Easing.Out)
.FadeIn(clear_fade_in) .FadeIn()
.Delay(clear_fade_in * 3) .Delay(clear_fade_in * 3)
.FadeOut(clear_fade_in * 2.5); .FadeOut(clear_fade_in * 2.5);
} }