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Merge pull request #14615 from peppy/fix-double-judgement-scaling-osu-ruleset

Fix osu! judgements getting scaled twice over different durations
This commit is contained in:
Dan Balasescu 2021-09-02 18:05:52 +09:00 committed by GitHub
commit c692268886
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 39 additions and 11 deletions

View File

@ -37,12 +37,11 @@ namespace osu.Game.Rulesets.Mania.UI
public override void PlayAnimation()
{
base.PlayAnimation();
switch (Result)
{
case HitResult.None:
case HitResult.Miss:
base.PlayAnimation();
break;
default:
@ -52,6 +51,8 @@ namespace osu.Game.Rulesets.Mania.UI
this.Delay(50)
.ScaleTo(0.75f, 250)
.FadeOut(200);
// osu!mania uses a custom fade length, so the base call is intentionally omitted.
break;
}
}

View File

@ -74,10 +74,14 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
public override void PlayAnimation()
{
base.PlayAnimation();
if (Result != HitResult.Miss)
JudgementText.ScaleTo(new Vector2(0.8f, 1)).Then().ScaleTo(new Vector2(1.2f, 1), 1800, Easing.OutQuint);
{
JudgementText
.ScaleTo(new Vector2(0.8f, 1))
.ScaleTo(new Vector2(1.2f, 1), 1800, Easing.OutQuint);
}
base.PlayAnimation();
}
}
}

View File

@ -3,6 +3,7 @@
using osu.Framework.Graphics;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Taiko.UI
{
@ -16,5 +17,26 @@ namespace osu.Game.Rulesets.Taiko.UI
this.MoveToY(-100, 500);
base.ApplyHitAnimations();
}
protected override Drawable CreateDefaultJudgement(HitResult result) => new TaikoJudgementPiece(result);
private class TaikoJudgementPiece : DefaultJudgementPiece
{
public TaikoJudgementPiece(HitResult result)
: base(result)
{
}
public override void PlayAnimation()
{
if (Result != HitResult.Miss)
{
JudgementText.ScaleTo(0.9f);
JudgementText.ScaleTo(1, 500, Easing.OutElastic);
}
base.PlayAnimation();
}
}
}
}

View File

@ -47,6 +47,13 @@ namespace osu.Game.Rulesets.Judgements
};
}
/// <summary>
/// Plays the default animation for this judgement piece.
/// </summary>
/// <remarks>
/// The base implementation only handles fade (for all result types) and misses.
/// Individual rulesets are recommended to implement their appropriate hit animations.
/// </remarks>
public virtual void PlayAnimation()
{
switch (Result)
@ -60,12 +67,6 @@ namespace osu.Game.Rulesets.Judgements
this.RotateTo(0);
this.RotateTo(40, 800, Easing.InQuint);
break;
default:
this.ScaleTo(0.9f);
this.ScaleTo(1, 500, Easing.OutElastic);
break;
}