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Wave animation fine tuning

This commit is contained in:
DrabWeb 2017-02-18 11:21:41 -04:00
parent d1af050355
commit a024353574
3 changed files with 39 additions and 33 deletions

View File

@ -54,7 +54,6 @@ namespace osu.Game.Overlays.Mods
iconsContainer.ScaleTo(Selected ? 1.1f : 1f, 300, EasingTypes.OutElastic);
for (int i = 0; i < icons.Length; i++)
{
// TODO: Find out how to fade between colours here (FadeColour makes the colours look different)
if (Selected && i == icons.Length - 1) icons[i].Colour = SelectedColour;
else icons[i].Colour = Colour;
}

View File

@ -23,8 +23,8 @@ namespace osu.Game.Overlays.Mods
{
public class ModSelectOverlay : WaveOverlayContainer
{
private readonly int button_duration = 800; // 1000
private readonly int ranked_multiplier_duration = 800; // 1000
private readonly int button_duration = 700;
private readonly int ranked_multiplier_duration = 700;
private readonly float content_width = 0.8f;
private Color4 low_multiplier_colour;
@ -124,14 +124,14 @@ namespace osu.Game.Overlays.Mods
protected override void TransitionOut()
{
rankedMultiplerContainer.MoveToX(rankedMultiplerContainer.DrawSize.X, close_duration, EasingTypes.InSine);
rankedMultiplerContainer.FadeOut(close_duration, EasingTypes.InSine);
rankedMultiplerContainer.MoveToX(rankedMultiplerContainer.DrawSize.X, content_exit_duration, EasingTypes.InSine);
rankedMultiplerContainer.FadeOut(content_exit_duration, EasingTypes.InSine);
foreach (ModSection section in sections)
{
section.ButtonsContainer.TransformSpacingTo(new Vector2(100f, 0f), close_duration, EasingTypes.InSine);
section.ButtonsContainer.MoveToX(100f, close_duration, EasingTypes.InSine);
section.ButtonsContainer.FadeTo(0.01f, close_duration, EasingTypes.InSine); // TODO: Fix this so 0.01 opacity isn't used
section.ButtonsContainer.TransformSpacingTo(new Vector2(100f, 0f), content_exit_duration, EasingTypes.InSine);
section.ButtonsContainer.MoveToX(100f, content_exit_duration, EasingTypes.InSine);
section.ButtonsContainer.FadeTo(0.01f, content_exit_duration, EasingTypes.InSine); // TODO: Fix this so 0.01 opacity isn't used
}
}
@ -252,8 +252,8 @@ namespace osu.Game.Overlays.Mods
Height = 548; // TODO: Remove when autosize works
//AutoSizeAxes = Axes.Y;
//Content.RelativeSizeAxes = Axes.X;
//Content.AutoSizeAxes = Axes.Y;
Content.RelativeSizeAxes = Axes.X;
Content.AutoSizeAxes = Axes.Y;
Children = new Drawable[]
{
new Container

View File

@ -17,7 +17,7 @@ namespace osu.Game.Overlays
private readonly float second_wave_position = 0;
private readonly float third_wave_position = 70;
private readonly float fourth_wave_position = 100;
private readonly float container_position = -150;
private readonly float waves_container_position = -150;
private float[] wave_positions
{
get
@ -26,15 +26,15 @@ namespace osu.Game.Overlays
}
}
private readonly float first_wave_duration = 700;
private readonly float second_wave_duration = 800;
private readonly float third_wave_duration = 900;
private readonly float fourth_wave_duration = 1000;
private readonly float container_wait = 300;
private readonly float container_duration = 500;
private readonly float content_duration = 800;
internal readonly float close_duration = 500;
private readonly float content_transition_wait = 150; // 100
private readonly float first_wave_duration = 600;
private readonly float second_wave_duration = 700;
private readonly float third_wave_duration = 800;
private readonly float fourth_wave_duration = 900;
private readonly float container_wait = 200;
private readonly float waves_container_duration = 400;
private readonly float content_duration = 700;
private readonly float content_transition_wait = 100;
internal readonly float content_exit_duration = 600;
private float [] wave_durations
{
get
@ -121,11 +121,13 @@ namespace osu.Game.Overlays
}
}
// TODO: Remove when framework updated
public override bool HandleInput => State == Visibility.Visible;
protected override void PopIn()
{
base.Show();
FadeIn();
for (int i = 0; i < waves.Length; i++)
{
waves[i].MoveToY(wave_positions[i], wave_durations[i], EasingTypes.OutQuint);
@ -137,7 +139,7 @@ namespace osu.Game.Overlays
{
if (State == Visibility.Visible)
{
wavesContainer.MoveToY(container_position, container_duration, EasingTypes.None);
wavesContainer.MoveToY(waves_container_position, waves_container_duration, EasingTypes.None);
contentContainer.FadeIn(content_duration, EasingTypes.OutQuint);
contentContainer.MoveToY(0, content_duration, EasingTypes.OutQuint);
@ -151,21 +153,26 @@ namespace osu.Game.Overlays
protected override void PopOut()
{
FadeIn();
foreach (Container wave in waves)
{
wave.MoveToY(DrawHeight, close_duration, EasingTypes.InSine);
}
wavesContainer.MoveToY(0, close_duration, EasingTypes.InSine);
contentContainer.MoveToY(DrawHeight, close_duration, EasingTypes.InSine);
contentContainer.FadeOut(close_duration, EasingTypes.InSine);
base.Hide();
contentContainer.FadeOut(content_exit_duration, EasingTypes.InSine);
contentContainer.MoveToY(DrawHeight, content_exit_duration, EasingTypes.InSine);
TransitionOut();
for (int i = 0; i < waves.Length; i++)
{
waves[i].MoveToY(DrawHeight, second_wave_duration, EasingTypes.InSine);
}
DelayReset();
Delay(close_duration);
Schedule(() => { if (State == Visibility.Hidden) FadeOut(); });
Delay(container_wait);
Schedule(() =>
{
if (State == Visibility.Hidden)
{
wavesContainer.MoveToY(0, waves_container_duration, EasingTypes.None);
}
});
}
protected abstract void TransitionOut();