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mirror of https://github.com/ppy/osu.git synced 2024-12-14 12:23:22 +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)) if (!(drawable is DrawableOsuHitObject d))
return; return;
var fadeInTime = d.HitObject.StartTime - preEmpt; var fadeInStartTime = d.HitObject.StartTime - preEmpt;
var fadeIn = d.HitObject.StartTime - preEmpt * fade_in_speed_multiplier - fadeInTime; var fadeInDuration = preEmpt * fade_in_speed_multiplier;
var fadeOutTime = fadeInTime + fadeIn;
var fadeOut = d.HitObject.StartTime - preEmpt * fade_out_speed_multiplier - fadeOutTime; var fadeOutStartTime = fadeInStartTime + fadeInDuration;
var fadeOutDuration = preEmpt * fade_out_speed_multiplier;
// new duration from completed fade in to end (before fading out) // 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) switch (drawable)
{ {
case DrawableHitCircle circle: 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 // prolong the hitcircle long enough so misses are still possible
circle.LifetimeEnd = circle.HitObject.StartTime + Math.Max(fadeOut, circle.HitObject.HitWindowFor(HitResult.Miss)); circle.LifetimeEnd = circle.HitObject.StartTime + Math.Max(fadeOutDuration, circle.HitObject.HitWindowFor(HitResult.Miss));
circle.FadeIn(fadeIn).Then().FadeOut(fadeOut); // override fade in as it somehow gets cut otherwise circle.FadeIn(fadeInDuration).Then().FadeOut(fadeOutDuration); // override fade in as it somehow gets cut otherwise
break; break;
case DrawableSlider slider: case DrawableSlider slider:
using (slider.BeginAbsoluteSequence(fadeOutTime, true)) using (slider.BeginAbsoluteSequence(fadeOutStartTime, true))
{ {
slider.Body.FadeOut(newDuration, Easing.Out); slider.Body.FadeOut(newDuration, Easing.Out);
// delay a bit less to let the sliderball fade out peacefully instead of having a hard cut // 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.Ball.FadeOut(fadeOutDuration);
slider.Delay(fadeOut).Expire(); slider.Delay(fadeOutDuration).Expire();
} }
} }
break; break;
@ -86,17 +88,17 @@ namespace osu.Game.Rulesets.Osu.Mods
spinner.Ticks.FadeOut(); spinner.Ticks.FadeOut();
spinner.Background.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 // speed up the end sequence accordingly
switch (state) switch (state)
{ {
case ArmedState.Hit: case ArmedState.Hit:
sequence.ScaleTo(spinner.Scale * 1.2f, fadeOut * 2, Easing.Out); sequence.ScaleTo(spinner.Scale * 1.2f, fadeOutDuration * 2, Easing.Out);
break; break;
case ArmedState.Miss: case ArmedState.Miss:
sequence.ScaleTo(spinner.Scale * 0.8f, fadeOut * 2, Easing.Out); sequence.ScaleTo(spinner.Scale * 0.8f, fadeOutDuration * 2, Easing.Out);
break; break;
} }
sequence.Expire(); sequence.Expire();