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Improve transition when exiting song select
Reduces the delay before the main menu appears, but also synchronises the full main menu appearance animation with the logo's apperance.
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parent
4175f52f0b
commit
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@ -119,7 +119,16 @@ namespace osu.Game.Screens.Menu
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logo.FadeIn(100, Easing.OutQuint);
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if (resuming)
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{
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buttons.State = MenuState.TopLevel;
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const float length = 300;
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Content.FadeIn(length, Easing.OutQuint);
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Content.MoveTo(new Vector2(0, 0), length, Easing.OutQuint);
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sideFlashes.Delay(length).FadeIn(64, Easing.InQuint);
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}
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}
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protected override void LogoSuspending(OsuLogo logo)
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@ -148,7 +157,7 @@ namespace osu.Game.Screens.Menu
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Content.FadeOut(length, Easing.InSine);
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Content.MoveTo(new Vector2(-800, 0), length, Easing.InSine);
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sideFlashes.FadeOut(length / 4, Easing.OutQuint);
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sideFlashes.FadeOut(64, Easing.OutQuint);
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}
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protected override void OnResuming(Screen last)
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@ -159,13 +168,6 @@ namespace osu.Game.Screens.Menu
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//we may have consumed our preloaded instance, so let's make another.
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preloadSongSelect();
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const float length = 300;
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Content.FadeIn(length, Easing.OutQuint);
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Content.MoveTo(new Vector2(0, 0), length, Easing.OutQuint);
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sideFlashes.FadeIn(length / 4, Easing.InQuint);
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}
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protected override bool OnExiting(Screen next)
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@ -340,8 +340,8 @@ namespace osu.Game.Screens.Select
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protected override void LogoExiting(OsuLogo logo)
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{
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base.LogoExiting(logo);
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logo.ScaleTo(0.2f, logo_transition, Easing.OutQuint);
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logo.FadeOut(logo_transition, Easing.OutQuint);
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logo.ScaleTo(0.2f, logo_transition / 2, Easing.Out);
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logo.FadeOut(logo_transition / 2, Easing.Out);
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}
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private void beatmap_ValueChanged(WorkingBeatmap beatmap)
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