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

Simplify and rename time variables

This commit is contained in:
Dean Herbert 2017-12-29 18:06:41 +09:00
parent 27cb445c24
commit c9d4da65d2

View File

@ -49,35 +49,37 @@ namespace osu.Game.Rulesets.Osu.Mods
if (!(drawable is DrawableOsuHitObject d))
return;
var fadeInTime = d.HitObject.StartTime - preEmpt;
var fadeIn = d.HitObject.StartTime - preEmpt * fade_in_speed_multiplier - fadeInTime;
var fadeOutTime = fadeInTime + fadeIn;
var fadeOut = d.HitObject.StartTime - preEmpt * fade_out_speed_multiplier - fadeOutTime;
var fadeInStartTime = d.HitObject.StartTime - preEmpt;
var fadeInDuration = preEmpt * fade_in_speed_multiplier;
var fadeOutStartTime = fadeInStartTime + fadeInDuration;
var fadeOutDuration = preEmpt * fade_out_speed_multiplier;
// new duration from completed fade in to end (before fading out)
var newDuration = ((d.HitObject as IHasEndTime)?.EndTime ?? d.HitObject.StartTime) - fadeOutTime;
var newDuration = ((d.HitObject as IHasEndTime)?.EndTime ?? d.HitObject.StartTime) - fadeOutStartTime;
d.FadeIn = fadeIn;
d.FadeIn = fadeInDuration;
using (drawable.BeginAbsoluteSequence(fadeInTime, true))
using (drawable.BeginAbsoluteSequence(fadeInStartTime, true))
{
switch (drawable)
{
case DrawableHitCircle circle:
circle.ApproachCircle.FadeOut();
// we don't want to see the approach circle
circle.ApproachCircle.Hide();
// prolong the hitcircle long enough so misses are still possible
circle.LifetimeEnd = circle.HitObject.StartTime + Math.Max(fadeOut, circle.HitObject.HitWindowFor(HitResult.Miss));
circle.FadeIn(fadeIn).Then().FadeOut(fadeOut); // override fade in as it somehow gets cut otherwise
circle.LifetimeEnd = circle.HitObject.StartTime + Math.Max(fadeOutDuration, circle.HitObject.HitWindowFor(HitResult.Miss));
circle.FadeIn(fadeInDuration).Then().FadeOut(fadeOutDuration); // override fade in as it somehow gets cut otherwise
break;
case DrawableSlider slider:
using (slider.BeginAbsoluteSequence(fadeOutTime, true))
using (slider.BeginAbsoluteSequence(fadeOutStartTime, true))
{
slider.Body.FadeOut(newDuration, Easing.Out);
// delay a bit less to let the sliderball fade out peacefully instead of having a hard cut
using (slider.BeginDelayedSequence(newDuration - fadeOut, true))
using (slider.BeginDelayedSequence(newDuration - fadeOutDuration, true))
{
slider.Ball.FadeOut(fadeOut);
slider.Delay(fadeOut).Expire();
slider.Ball.FadeOut(fadeOutDuration);
slider.Delay(fadeOutDuration).Expire();
}
}
break;
@ -86,17 +88,17 @@ namespace osu.Game.Rulesets.Osu.Mods
spinner.Ticks.FadeOut();
spinner.Background.FadeOut();
using (spinner.BeginAbsoluteSequence(fadeOutTime, true))
using (spinner.BeginAbsoluteSequence(fadeOutStartTime, true))
{
var sequence = spinner.Delay(newDuration).FadeOut(fadeOut);
var sequence = spinner.Delay(newDuration).FadeOut(fadeOutDuration);
// speed up the end sequence accordingly
switch (state)
{
case ArmedState.Hit:
sequence.ScaleTo(spinner.Scale * 1.2f, fadeOut * 2, Easing.Out);
sequence.ScaleTo(spinner.Scale * 1.2f, fadeOutDuration * 2, Easing.Out);
break;
case ArmedState.Miss:
sequence.ScaleTo(spinner.Scale * 0.8f, fadeOut * 2, Easing.Out);
sequence.ScaleTo(spinner.Scale * 0.8f, fadeOutDuration * 2, Easing.Out);
break;
}
sequence.Expire();