1
0
mirror of https://github.com/ppy/osu.git synced 2025-01-13 17:13:06 +08:00

Add osu! hit object dim

Stable would dim objects when they can't be hit (ie. the "miss" window
is not active yet). This was never implemented in lazer, and causes
quite large visual differences.

No one has mentioned this yet, but it will definitely be one of those
missing pieces which makes lazer feel different to stable.
This commit is contained in:
Dean Herbert 2022-10-04 17:28:15 +09:00
parent c44e99d6c4
commit c2956c6e1e

View File

@ -11,7 +11,9 @@ using osu.Framework.Graphics.Primitives;
using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Judgements; using osu.Game.Rulesets.Osu.Judgements;
using osu.Game.Rulesets.Scoring;
using osuTK; using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.Objects.Drawables namespace osu.Game.Rulesets.Osu.Objects.Drawables
{ {
@ -64,6 +66,21 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
ScaleBindable.UnbindFrom(HitObject.ScaleBindable); ScaleBindable.UnbindFrom(HitObject.ScaleBindable);
} }
protected override void UpdateInitialTransforms()
{
base.UpdateInitialTransforms();
double missWindow = HitObject.HitWindows.WindowFor(HitResult.Miss);
// Of note, no one noticed this was missing for years, but it definitely feels like it should still exist.
// For now this is applied across all skins, and matches stable.
// For simplicity, dim colour is applied to the DrawableHitObject itself.
// We may need to make a nested container setup if this even causes a usage conflict (ie. with a mod).
this.FadeColour(new Color4(195, 195, 195, 255));
using (BeginDelayedSequence(InitialLifetimeOffset - missWindow))
this.FadeColour(Color4.White, 100);
}
protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt; protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt;
private OsuInputManager osuActionInputManager; private OsuInputManager osuActionInputManager;