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Merge pull request #26668 from peppy/adjust-tick-end-misses

Adjust slider tick / end miss animations to be less busy
This commit is contained in:
Bartłomiej Dach 2024-01-22 15:03:33 +01:00 committed by GitHub
commit b85a861175
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GPG Key ID: B5690EEEBB952194
3 changed files with 14 additions and 16 deletions

View File

@ -65,14 +65,15 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
if (Result == HitResult.IgnoreMiss || Result == HitResult.LargeTickMiss)
{
this.RotateTo(-45);
this.ScaleTo(1.8f);
this.ScaleTo(1.6f);
this.ScaleTo(1.2f, 100, Easing.In);
this.MoveTo(Vector2.Zero);
this.MoveToOffset(new Vector2(0, 10), 800, Easing.InQuint);
this.FadeOutFromOne(400);
}
else if (Result.IsMiss())
{
this.FadeOutFromOne(800);
this.ScaleTo(1.6f);
this.ScaleTo(1, 100, Easing.In);
@ -84,14 +85,14 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
}
else
{
this.FadeOutFromOne(800);
JudgementText
.FadeInFromZero(300, Easing.OutQuint)
.ScaleTo(Vector2.One)
.ScaleTo(new Vector2(1.2f), 1800, Easing.OutQuint);
}
this.FadeOutFromOne(800);
ringExplosion?.PlayAnimation();
}

View File

@ -45,13 +45,14 @@ namespace osu.Game.Rulesets.Judgements
if (Result == HitResult.IgnoreMiss || Result == HitResult.LargeTickMiss)
{
this.RotateTo(-45);
this.ScaleTo(1.8f);
this.ScaleTo(1.6f);
this.ScaleTo(1.2f, 100, Easing.In);
this.MoveTo(Vector2.Zero);
this.MoveToOffset(new Vector2(0, 10), 800, Easing.InQuint);
this.FadeOutFromOne(400);
return;
}
else if (Result.IsMiss())
if (Result.IsMiss())
{
this.ScaleTo(1.6f);
this.ScaleTo(1, 100, Easing.In);

View File

@ -63,14 +63,10 @@ namespace osu.Game.Skinning
// missed ticks / slider end don't get the normal animation.
if (isMissedTick())
{
this.ScaleTo(1.6f);
this.ScaleTo(1, 100, Easing.In);
this.ScaleTo(1.2f);
this.ScaleTo(1f, 100, Easing.In);
if (legacyVersion > 1.0m)
{
this.MoveTo(new Vector2(0, -2f));
this.MoveToOffset(new Vector2(0, 10), fade_out_delay + fade_out_length, Easing.In);
}
this.FadeOutFromOne(400);
}
else
{