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mirror of https://github.com/ppy/osu.git synced 2024-12-14 23:52:57 +08:00

Remove defunct Animate calls

This commit is contained in:
ekrctb 2021-06-02 11:46:28 +09:00
parent b82190e157
commit c06ff3c623
5 changed files with 14 additions and 32 deletions

View File

@ -97,8 +97,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
base.UpdateHitStateTransforms(state);
(CirclePiece.Drawable as IMainCirclePiece)?.Animate(state);
switch (state)
{
case ArmedState.Idle:

View File

@ -87,8 +87,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
Debug.Assert(HitObject.HitWindows != null);
(CirclePiece.Drawable as IMainCirclePiece)?.Animate(state);
switch (state)
{
case ArmedState.Idle:

View File

@ -1,17 +0,0 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables;
namespace osu.Game.Rulesets.Osu.Skinning.Default
{
public interface IMainCirclePiece
{
/// <summary>
/// Begins animating this <see cref="IMainCirclePiece"/>.
/// </summary>
/// <param name="state">The <see cref="ArmedState"/> of the related <see cref="DrawableHitCircle"/>.</param>
void Animate(ArmedState state);
}
}

View File

@ -13,7 +13,7 @@ using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.Skinning.Default
{
public class MainCirclePiece : CompositeDrawable, IMainCirclePiece
public class MainCirclePiece : CompositeDrawable
{
private readonly CirclePiece circle;
private readonly RingPiece ring;
@ -70,17 +70,19 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
indexInCurrentCombo.BindValueChanged(index => number.Text = (index.NewValue + 1).ToString(), true);
armedState.BindValueChanged(state => Animate(state.NewValue), true);
armedState.BindValueChanged(animate, true);
}
public void Animate(ArmedState state)
private void animate(ValueChangedEvent<ArmedState> state)
{
ClearTransforms(true);
using (BeginAbsoluteSequence(drawableObject.StateUpdateTime))
glow.FadeOut(400);
using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime))
{
switch (state)
switch (state.NewValue)
{
case ArmedState.Hit:
const double flash_in = 40;
@ -93,7 +95,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
explode.FadeIn(flash_in);
this.ScaleTo(1.5f, 400, Easing.OutQuad);
using (BeginDelayedSequence(flash_in, true))
using (BeginDelayedSequence(flash_in))
{
// after the flash, we can hide some elements that were behind it
ring.FadeOut();

View File

@ -12,7 +12,6 @@ using osu.Game.Graphics.Sprites;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.Osu.Skinning.Default;
using osu.Game.Skinning;
using osuTK;
using osuTK.Graphics;
@ -20,7 +19,7 @@ using static osu.Game.Skinning.LegacySkinConfiguration;
namespace osu.Game.Rulesets.Osu.Skinning.Legacy
{
public class LegacyMainCirclePiece : CompositeDrawable, IMainCirclePiece
public class LegacyMainCirclePiece : CompositeDrawable
{
private readonly string priorityLookup;
private readonly bool hasNumber;
@ -142,16 +141,18 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
if (hasNumber)
indexInCurrentCombo.BindValueChanged(index => hitCircleText.Text = (index.NewValue + 1).ToString(), true);
armedState.BindValueChanged(state => Animate(state.NewValue), true);
armedState.BindValueChanged(animate, true);
}
public void Animate(ArmedState state)
private void animate(ValueChangedEvent<ArmedState> state)
{
const double legacy_fade_duration = 240;
using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime, true))
ClearTransforms(true);
using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime))
{
switch (state)
switch (state.NewValue)
{
case ArmedState.Hit:
circleSprites.FadeOut(legacy_fade_duration, Easing.Out);