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Revert "Move fade more local to avoid fading twice"

This reverts commit d0421fe206
and fixes https://github.com/ppy/osu/issues/26801.

https://github.com/ppy/osu/pull/26703#discussion_r1469409667
was correct in saying that the early fade-out needs to be restored, and
that's because of the early-return. Legacy judgements that are the
temporary displayed judgement from new piece should also receive the
fade-out, and d0421fe206 broke that.
This commit is contained in:
Bartłomiej Dach 2024-01-30 22:15:35 +01:00
parent 6931af664e
commit c5e118bd10
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@ -46,6 +46,7 @@ namespace osu.Game.Skinning
const double fade_out_length = 600;
this.FadeInFromZero(fade_in_length);
this.Delay(fade_out_delay).FadeOut(fade_out_length);
// legacy judgements don't play any transforms if they are an animation.... UNLESS they are the temporary displayed judgement from new piece.
if (animation?.FrameCount > 1 && !forceTransforms)
@ -79,8 +80,6 @@ namespace osu.Game.Skinning
this.RotateTo(0);
this.RotateTo(rotation, fade_in_length)
.Then().RotateTo(rotation * 2, fade_out_delay + fade_out_length - fade_in_length, Easing.In);
this.Delay(fade_out_delay).FadeOut(fade_out_length);
}
}
else
@ -94,8 +93,6 @@ namespace osu.Game.Skinning
// so we need to force the current value to be correct at 1.2 (0.95) then complete the
// second half of the transform.
.ScaleTo(0.95f).ScaleTo(finalScale, fade_in_length * 0.2f); // t = 1.4
this.Delay(fade_out_delay).FadeOut(fade_out_length);
}
}