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Merge pull request #31388 from peppy/fix-reverse-arrow-animation
Remove use of `Loop` (and transforms) for slider repeat arrow animations
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commit
bda1c3f6e8
@ -5,12 +5,12 @@ using System;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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@ -75,44 +75,38 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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accentColour = drawableRepeat.AccentColour.GetBoundCopy();
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accentColour.BindValueChanged(accent => icon.Colour = accent.NewValue.Darken(4), true);
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drawableRepeat.ApplyCustomUpdateState += updateStateTransforms;
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}
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private void updateStateTransforms(DrawableHitObject hitObject, ArmedState state)
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protected override void Update()
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{
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base.Update();
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if (Time.Current >= drawableRepeat.HitStateUpdateTime && drawableRepeat.State.Value == ArmedState.Hit)
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{
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double animDuration = Math.Min(300, drawableRepeat.HitObject.SpanDuration);
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Scale = new Vector2(Interpolation.ValueAt(Time.Current, 1, 1.5f, drawableRepeat.HitStateUpdateTime, drawableRepeat.HitStateUpdateTime + animDuration, Easing.Out));
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}
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else
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Scale = Vector2.One;
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const float move_distance = -12;
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const float scale_amount = 1.3f;
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const double move_out_duration = 35;
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const double move_in_duration = 250;
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const double total = 300;
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switch (state)
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{
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case ArmedState.Idle:
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main.ScaleTo(1.3f, move_out_duration, Easing.Out)
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.Then()
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.ScaleTo(1f, move_in_duration, Easing.Out)
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.Loop(total - (move_in_duration + move_out_duration));
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side
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.MoveToX(move_distance, move_out_duration, Easing.Out)
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.Then()
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.MoveToX(0, move_in_duration, Easing.Out)
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.Loop(total - (move_in_duration + move_out_duration));
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break;
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double loopCurrentTime = (Time.Current - drawableRepeat.AnimationStartTime.Value) % total;
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case ArmedState.Hit:
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double animDuration = Math.Min(300, drawableRepeat.HitObject.SpanDuration);
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this.ScaleTo(1.5f, animDuration, Easing.Out);
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break;
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}
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}
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if (loopCurrentTime < move_out_duration)
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main.Scale = new Vector2(Interpolation.ValueAt(loopCurrentTime, 1, scale_amount, 0, move_out_duration, Easing.Out));
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else
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main.Scale = new Vector2(Interpolation.ValueAt(loopCurrentTime, scale_amount, 1f, move_out_duration, move_out_duration + move_in_duration, Easing.Out));
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (drawableRepeat.IsNotNull())
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drawableRepeat.ApplyCustomUpdateState -= updateStateTransforms;
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if (loopCurrentTime < move_out_duration)
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side.X = Interpolation.ValueAt(loopCurrentTime, 0, move_distance, 0, move_out_duration, Easing.Out);
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else
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side.X = Interpolation.ValueAt(loopCurrentTime, move_distance, 0, move_out_duration, move_out_duration + move_in_duration, Easing.Out);
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}
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}
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}
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@ -3,10 +3,10 @@
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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@ -40,37 +40,31 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
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private void load(DrawableHitObject drawableObject)
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{
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drawableRepeat = (DrawableSliderRepeat)drawableObject;
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drawableRepeat.ApplyCustomUpdateState += updateStateTransforms;
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}
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private void updateStateTransforms(DrawableHitObject hitObject, ArmedState state)
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protected override void Update()
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{
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const double move_out_duration = 35;
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const double move_in_duration = 250;
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const double total = 300;
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base.Update();
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switch (state)
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if (Time.Current >= drawableRepeat.HitStateUpdateTime && drawableRepeat.State.Value == ArmedState.Hit)
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{
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case ArmedState.Idle:
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InternalChild.ScaleTo(1.3f, move_out_duration, Easing.Out)
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.Then()
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.ScaleTo(1f, move_in_duration, Easing.Out)
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.Loop(total - (move_in_duration + move_out_duration));
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break;
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case ArmedState.Hit:
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double animDuration = Math.Min(300, drawableRepeat.HitObject.SpanDuration);
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InternalChild.ScaleTo(1.5f, animDuration, Easing.Out);
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break;
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double animDuration = Math.Min(300, drawableRepeat.HitObject.SpanDuration);
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Scale = new Vector2(Interpolation.ValueAt(Time.Current, 1, 1.5f, drawableRepeat.HitStateUpdateTime, drawableRepeat.HitStateUpdateTime + animDuration, Easing.Out));
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}
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}
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else
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{
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const float scale_amount = 1.3f;
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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const double move_out_duration = 35;
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const double move_in_duration = 250;
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const double total = 300;
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if (drawableRepeat.IsNotNull())
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drawableRepeat.ApplyCustomUpdateState -= updateStateTransforms;
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double loopCurrentTime = (Time.Current - drawableRepeat.AnimationStartTime.Value) % total;
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if (loopCurrentTime < move_out_duration)
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Scale = new Vector2(Interpolation.ValueAt(loopCurrentTime, 1, scale_amount, 0, move_out_duration, Easing.Out));
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else
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Scale = new Vector2(Interpolation.ValueAt(loopCurrentTime, scale_amount, 1f, move_out_duration, move_out_duration + move_in_duration, Easing.Out));
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}
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}
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}
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}
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@ -9,10 +9,12 @@ using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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@ -51,8 +53,6 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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textureIsDefaultSkin = skin is ISkinTransformer transformer && transformer.Skin is DefaultLegacySkin;
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drawableObject.ApplyCustomUpdateState += updateStateTransforms;
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shouldRotate = skinSource.GetConfig<SkinConfiguration.LegacySetting, decimal>(SkinConfiguration.LegacySetting.Version)?.Value <= 1;
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}
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@ -68,7 +68,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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accentColour = drawableRepeat.AccentColour.GetBoundCopy();
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accentColour.BindValueChanged(c =>
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{
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arrow.Colour = textureIsDefaultSkin && c.NewValue.R + c.NewValue.G + c.NewValue.B > (600 / 255f) ? Color4.Black : Color4.White;
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arrow.Colour = textureIsDefaultSkin && c.NewValue.R + c.NewValue.G + c.NewValue.B > 600 / 255f ? Color4.Black : Color4.White;
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}, true);
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}
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@ -80,36 +80,32 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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drawableRepeat.DrawableSlider.OverlayElementContainer.Add(proxy);
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}
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private void updateStateTransforms(DrawableHitObject hitObject, ArmedState state)
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protected override void Update()
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{
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const double duration = 300;
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const float rotation = 5.625f;
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base.Update();
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switch (state)
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if (Time.Current >= drawableRepeat.HitStateUpdateTime && drawableRepeat.State.Value == ArmedState.Hit)
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{
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case ArmedState.Idle:
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if (shouldRotate)
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{
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InternalChild.ScaleTo(1.3f)
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.RotateTo(rotation)
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.Then()
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.ScaleTo(1f, duration)
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.RotateTo(-rotation, duration)
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.Loop();
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}
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else
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{
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InternalChild.ScaleTo(1.3f).Then()
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.ScaleTo(1f, duration, Easing.Out)
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.Loop();
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}
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double animDuration = Math.Min(300, drawableRepeat.HitObject.SpanDuration);
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arrow.Scale = new Vector2(Interpolation.ValueAt(Time.Current, 1, 1.4f, drawableRepeat.HitStateUpdateTime, drawableRepeat.HitStateUpdateTime + animDuration, Easing.Out));
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}
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else
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{
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const double duration = 300;
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const float rotation = 5.625f;
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break;
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double loopCurrentTime = (Time.Current - drawableRepeat.AnimationStartTime.Value) % duration;
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case ArmedState.Hit:
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double animDuration = Math.Min(300, drawableRepeat.HitObject.SpanDuration);
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InternalChild.ScaleTo(1.4f, animDuration, Easing.Out);
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break;
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// Reference: https://github.com/peppy/osu-stable-reference/blob/2280c4c436f80d04f9c79d3c905db00ac2902273/osu!/GameplayElements/HitObjects/Osu/HitCircleSliderEnd.cs#L79-L96
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if (shouldRotate)
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{
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arrow.Rotation = Interpolation.ValueAt(loopCurrentTime, rotation, -rotation, 0, duration);
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arrow.Scale = new Vector2(Interpolation.ValueAt(loopCurrentTime, 1.3f, 1, 0, duration));
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}
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else
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{
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arrow.Scale = new Vector2(Interpolation.ValueAt(loopCurrentTime, 1.3f, 1, 0, duration, Easing.Out));
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}
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}
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}
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@ -120,7 +116,6 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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if (drawableRepeat.IsNotNull())
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{
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drawableRepeat.HitObjectApplied -= onHitObjectApplied;
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drawableRepeat.ApplyCustomUpdateState -= updateStateTransforms;
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}
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}
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}
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