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Merge pull request #10323 from peppy/skin-slider-end-circle-support
Add legacy skin "sliderendcircle" support
This commit is contained in:
commit
cbf697336f
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@ -39,6 +39,9 @@ namespace osu.Game.Rulesets.Osu.Mods
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base.ApplyToDrawableHitObjects(drawables);
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}
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private double lastSliderHeadFadeOutStartTime;
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private double lastSliderHeadFadeOutDuration;
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protected override void ApplyHiddenState(DrawableHitObject drawable, ArmedState state)
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{
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if (!(drawable is DrawableOsuHitObject d))
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@ -54,7 +57,35 @@ namespace osu.Game.Rulesets.Osu.Mods
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switch (drawable)
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{
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case DrawableSliderTail sliderTail:
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// use stored values from head circle to achieve same fade sequence.
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fadeOutDuration = lastSliderHeadFadeOutDuration;
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fadeOutStartTime = lastSliderHeadFadeOutStartTime;
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using (drawable.BeginAbsoluteSequence(fadeOutStartTime, true))
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sliderTail.FadeOut(fadeOutDuration);
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break;
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case DrawableSliderRepeat sliderRepeat:
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// use stored values from head circle to achieve same fade sequence.
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fadeOutDuration = lastSliderHeadFadeOutDuration;
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fadeOutStartTime = lastSliderHeadFadeOutStartTime;
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using (drawable.BeginAbsoluteSequence(fadeOutStartTime, true))
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// only apply to circle piece – reverse arrow is not affected by hidden.
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sliderRepeat.CirclePiece.FadeOut(fadeOutDuration);
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break;
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case DrawableHitCircle circle:
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if (circle is DrawableSliderHead)
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{
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lastSliderHeadFadeOutDuration = fadeOutDuration;
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lastSliderHeadFadeOutStartTime = fadeOutStartTime;
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}
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// we don't want to see the approach circle
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using (circle.BeginAbsoluteSequence(h.StartTime - h.TimePreempt, true))
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circle.ApproachCircle.Hide();
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|
@ -51,6 +51,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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InternalChildren = new Drawable[]
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{
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Body = new SkinnableDrawable(new OsuSkinComponent(OsuSkinComponents.SliderBody), _ => new DefaultSliderBody(), confineMode: ConfineMode.NoScaling),
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tailContainer = new Container<DrawableSliderTail> { RelativeSizeAxes = Axes.Both },
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tickContainer = new Container<DrawableSliderTick> { RelativeSizeAxes = Axes.Both },
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repeatContainer = new Container<DrawableSliderRepeat> { RelativeSizeAxes = Axes.Both },
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Ball = new SliderBall(s, this)
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@ -62,7 +63,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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Alpha = 0
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},
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headContainer = new Container<DrawableSliderHead> { RelativeSizeAxes = Axes.Both },
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tailContainer = new Container<DrawableSliderTail> { RelativeSizeAxes = Axes.Both },
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};
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}
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@ -6,9 +6,11 @@ using System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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@ -22,6 +24,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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private readonly Drawable scaleContainer;
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public readonly Drawable CirclePiece;
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public override bool DisplayResult => false;
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public DrawableSliderRepeat(SliderRepeat sliderRepeat, DrawableSlider drawableSlider)
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@ -34,7 +38,18 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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Origin = Anchor.Centre;
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InternalChild = scaleContainer = new ReverseArrowPiece();
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InternalChild = scaleContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Children = new[]
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{
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// no default for this; only visible in legacy skins.
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CirclePiece = new SkinnableDrawable(new OsuSkinComponent(OsuSkinComponents.SliderTailHitCircle), _ => Empty()),
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arrow = new ReverseArrowPiece(),
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}
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};
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}
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private readonly IBindable<float> scaleBindable = new BindableFloat();
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@ -85,6 +100,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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private bool hasRotation;
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private readonly ReverseArrowPiece arrow;
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public void UpdateSnakingPosition(Vector2 start, Vector2 end)
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{
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// When the repeat is hit, the arrow should fade out on spot rather than following the slider
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@ -114,18 +131,18 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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}
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float aimRotation = MathUtils.RadiansToDegrees(MathF.Atan2(aimRotationVector.Y - Position.Y, aimRotationVector.X - Position.X));
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while (Math.Abs(aimRotation - Rotation) > 180)
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aimRotation += aimRotation < Rotation ? 360 : -360;
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while (Math.Abs(aimRotation - arrow.Rotation) > 180)
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aimRotation += aimRotation < arrow.Rotation ? 360 : -360;
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if (!hasRotation)
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{
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Rotation = aimRotation;
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arrow.Rotation = aimRotation;
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hasRotation = true;
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}
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else
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{
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// If we're already snaking, interpolate to smooth out sharp curves (linear sliders, mainly).
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Rotation = Interpolation.ValueAt(Math.Clamp(Clock.ElapsedFrameTime, 0, 100), Rotation, aimRotation, 0, 50, Easing.OutQuint);
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arrow.Rotation = Interpolation.ValueAt(Math.Clamp(Clock.ElapsedFrameTime, 0, 100), arrow.Rotation, aimRotation, 0, 50, Easing.OutQuint);
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}
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}
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}
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|
@ -1,15 +1,20 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Diagnostics;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableSliderTail : DrawableOsuHitObject, IRequireTracking
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public class DrawableSliderTail : DrawableOsuHitObject, IRequireTracking, ITrackSnaking
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{
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private readonly Slider slider;
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private readonly SliderTailCircle tailCircle;
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/// <summary>
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/// The judgement text is provided by the <see cref="DrawableSlider"/>.
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@ -18,28 +23,73 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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public bool Tracking { get; set; }
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private readonly IBindable<Vector2> positionBindable = new Bindable<Vector2>();
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private readonly IBindable<int> pathVersion = new Bindable<int>();
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private readonly IBindable<float> scaleBindable = new BindableFloat();
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public DrawableSliderTail(Slider slider, SliderTailCircle hitCircle)
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: base(hitCircle)
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private readonly SkinnableDrawable circlePiece;
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private readonly Container scaleContainer;
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public DrawableSliderTail(Slider slider, SliderTailCircle tailCircle)
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: base(tailCircle)
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{
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this.slider = slider;
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this.tailCircle = tailCircle;
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Origin = Anchor.Centre;
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RelativeSizeAxes = Axes.Both;
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FillMode = FillMode.Fit;
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Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
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AlwaysPresent = true;
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InternalChildren = new Drawable[]
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{
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scaleContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Origin = Anchor.Centre,
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Anchor = Anchor.Centre,
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Children = new Drawable[]
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{
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// no default for this; only visible in legacy skins.
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circlePiece = new SkinnableDrawable(new OsuSkinComponent(OsuSkinComponents.SliderTailHitCircle), _ => Empty())
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}
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},
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};
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}
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positionBindable.BindTo(hitCircle.PositionBindable);
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pathVersion.BindTo(slider.Path.Version);
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[BackgroundDependencyLoader]
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private void load()
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{
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scaleBindable.BindValueChanged(scale => scaleContainer.Scale = new Vector2(scale.NewValue), true);
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scaleBindable.BindTo(HitObject.ScaleBindable);
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}
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positionBindable.BindValueChanged(_ => updatePosition());
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pathVersion.BindValueChanged(_ => updatePosition(), true);
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protected override void UpdateInitialTransforms()
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{
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base.UpdateInitialTransforms();
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// TODO: This has no drawable content. Support for skins should be added.
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circlePiece.FadeInFromZero(HitObject.TimeFadeIn);
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}
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protected override void UpdateStateTransforms(ArmedState state)
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{
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base.UpdateStateTransforms(state);
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Debug.Assert(HitObject.HitWindows != null);
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switch (state)
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{
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case ArmedState.Idle:
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this.Delay(HitObject.TimePreempt).FadeOut(500);
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Expire(true);
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break;
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case ArmedState.Miss:
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this.FadeOut(100);
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break;
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case ArmedState.Hit:
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// todo: temporary / arbitrary
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this.Delay(800).FadeOut();
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break;
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}
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}
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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@ -48,6 +98,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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ApplyResult(r => r.Type = Tracking ? r.Judgement.MaxResult : r.Judgement.MinResult);
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}
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private void updatePosition() => Position = HitObject.Position - slider.Position;
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public void UpdateSnakingPosition(Vector2 start, Vector2 end) =>
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Position = tailCircle.RepeatIndex % 2 == 0 ? end : start;
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}
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}
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@ -176,6 +176,7 @@ namespace osu.Game.Rulesets.Osu.Objects
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// if this is to change, we should revisit this.
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AddNested(TailCircle = new SliderTailCircle(this)
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{
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RepeatIndex = e.SpanIndex,
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StartTime = e.Time,
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Position = EndPosition,
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StackHeight = StackHeight
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@ -183,10 +184,9 @@ namespace osu.Game.Rulesets.Osu.Objects
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break;
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case SliderEventType.Repeat:
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AddNested(new SliderRepeat
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AddNested(new SliderRepeat(this)
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{
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RepeatIndex = e.SpanIndex,
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SpanDuration = SpanDuration,
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StartTime = StartTime + (e.SpanIndex + 1) * SpanDuration,
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Position = Position + Path.PositionAt(e.PathProgress),
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StackHeight = StackHeight,
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|
@ -1,9 +0,0 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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namespace osu.Game.Rulesets.Osu.Objects
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{
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public class SliderCircle : HitCircle
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{
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}
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}
|
50
osu.Game.Rulesets.Osu/Objects/SliderEndCircle.cs
Normal file
50
osu.Game.Rulesets.Osu/Objects/SliderEndCircle.cs
Normal file
@ -0,0 +1,50 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Osu.Objects
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{
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/// <summary>
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/// A hit circle which is at the end of a slider path (either repeat or final tail).
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/// </summary>
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public abstract class SliderEndCircle : HitCircle
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{
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private readonly Slider slider;
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protected SliderEndCircle(Slider slider)
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{
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this.slider = slider;
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}
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public int RepeatIndex { get; set; }
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public double SpanDuration => slider.SpanDuration;
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protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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if (RepeatIndex > 0)
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{
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// Repeat points after the first span should appear behind the still-visible one.
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TimeFadeIn = 0;
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// The next end circle should appear exactly after the previous circle (on the same end) is hit.
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TimePreempt = SpanDuration * 2;
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}
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else
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{
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// taken from osu-stable
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const float first_end_circle_preempt_adjust = 2 / 3f;
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// The first end circle should fade in with the slider.
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TimePreempt = (StartTime - slider.StartTime) + slider.TimePreempt * first_end_circle_preempt_adjust;
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}
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}
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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}
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}
|
@ -1,35 +1,19 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
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using System;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Osu.Objects
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{
|
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public class SliderRepeat : OsuHitObject
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public class SliderRepeat : SliderEndCircle
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{
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public int RepeatIndex { get; set; }
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public double SpanDuration { get; set; }
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protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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public SliderRepeat(Slider slider)
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: base(slider)
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{
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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|
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// Out preempt should be one span early to give the user ample warning.
|
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TimePreempt += SpanDuration;
|
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|
||||
// We want to show the first RepeatPoint as the TimePreempt dictates but on short (and possibly fast) sliders
|
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// we may need to cut down this time on following RepeatPoints to only show up to two RepeatPoints at any given time.
|
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if (RepeatIndex > 0)
|
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TimePreempt = Math.Min(SpanDuration * 2, TimePreempt);
|
||||
}
|
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|
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
|
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|
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public override Judgement CreateJudgement() => new SliderRepeatJudgement();
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public class SliderRepeatJudgement : OsuJudgement
|
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|
@ -1,7 +1,6 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Osu.Judgements;
|
||||
@ -13,18 +12,13 @@ namespace osu.Game.Rulesets.Osu.Objects
|
||||
/// Note that this should not be used for timing correctness.
|
||||
/// See <see cref="SliderEventType.LegacyLastTick"/> usage in <see cref="Slider"/> for more information.
|
||||
/// </summary>
|
||||
public class SliderTailCircle : SliderCircle
|
||||
public class SliderTailCircle : SliderEndCircle
|
||||
{
|
||||
private readonly IBindable<int> pathVersion = new Bindable<int>();
|
||||
|
||||
public SliderTailCircle(Slider slider)
|
||||
: base(slider)
|
||||
{
|
||||
pathVersion.BindTo(slider.Path.Version);
|
||||
pathVersion.BindValueChanged(_ => Position = slider.EndPosition);
|
||||
}
|
||||
|
||||
protected override HitWindows CreateHitWindows() => HitWindows.Empty;
|
||||
|
||||
public override Judgement CreateJudgement() => new SliderTailJudgement();
|
||||
|
||||
public class SliderTailJudgement : OsuJudgement
|
||||
|
@ -14,6 +14,7 @@ namespace osu.Game.Rulesets.Osu
|
||||
ReverseArrow,
|
||||
HitCircleText,
|
||||
SliderHeadHitCircle,
|
||||
SliderTailHitCircle,
|
||||
SliderFollowCircle,
|
||||
SliderBall,
|
||||
SliderBody,
|
||||
|
@ -21,10 +21,12 @@ namespace osu.Game.Rulesets.Osu.Skinning
|
||||
public class LegacyMainCirclePiece : CompositeDrawable
|
||||
{
|
||||
private readonly string priorityLookup;
|
||||
private readonly bool hasNumber;
|
||||
|
||||
public LegacyMainCirclePiece(string priorityLookup = null)
|
||||
public LegacyMainCirclePiece(string priorityLookup = null, bool hasNumber = true)
|
||||
{
|
||||
this.priorityLookup = priorityLookup;
|
||||
this.hasNumber = hasNumber;
|
||||
|
||||
Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
|
||||
}
|
||||
@ -70,7 +72,11 @@ namespace osu.Game.Rulesets.Osu.Skinning
|
||||
}
|
||||
}
|
||||
},
|
||||
hitCircleText = new SkinnableSpriteText(new OsuSkinComponent(OsuSkinComponents.HitCircleText), _ => new OsuSpriteText
|
||||
};
|
||||
|
||||
if (hasNumber)
|
||||
{
|
||||
AddInternal(hitCircleText = new SkinnableSpriteText(new OsuSkinComponent(OsuSkinComponents.HitCircleText), _ => new OsuSpriteText
|
||||
{
|
||||
Font = OsuFont.Numeric.With(size: 40),
|
||||
UseFullGlyphHeight = false,
|
||||
@ -78,8 +84,8 @@ namespace osu.Game.Rulesets.Osu.Skinning
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
},
|
||||
};
|
||||
});
|
||||
}
|
||||
|
||||
bool overlayAboveNumber = skin.GetConfig<OsuSkinConfiguration, bool>(OsuSkinConfiguration.HitCircleOverlayAboveNumber)?.Value ?? true;
|
||||
|
||||
@ -107,7 +113,8 @@ namespace osu.Game.Rulesets.Osu.Skinning
|
||||
|
||||
state.BindValueChanged(updateState, true);
|
||||
accentColour.BindValueChanged(colour => hitCircleSprite.Colour = LegacyColourCompatibility.DisallowZeroAlpha(colour.NewValue), true);
|
||||
indexInCurrentCombo.BindValueChanged(index => hitCircleText.Text = (index.NewValue + 1).ToString(), true);
|
||||
if (hasNumber)
|
||||
indexInCurrentCombo.BindValueChanged(index => hitCircleText.Text = (index.NewValue + 1).ToString(), true);
|
||||
}
|
||||
|
||||
private void updateState(ValueChangedEvent<ArmedState> state)
|
||||
@ -120,16 +127,19 @@ namespace osu.Game.Rulesets.Osu.Skinning
|
||||
circleSprites.FadeOut(legacy_fade_duration, Easing.Out);
|
||||
circleSprites.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
|
||||
|
||||
var legacyVersion = skin.GetConfig<LegacySetting, decimal>(LegacySetting.Version)?.Value;
|
||||
|
||||
if (legacyVersion >= 2.0m)
|
||||
// legacy skins of version 2.0 and newer only apply very short fade out to the number piece.
|
||||
hitCircleText.FadeOut(legacy_fade_duration / 4, Easing.Out);
|
||||
else
|
||||
if (hasNumber)
|
||||
{
|
||||
// old skins scale and fade it normally along other pieces.
|
||||
hitCircleText.FadeOut(legacy_fade_duration, Easing.Out);
|
||||
hitCircleText.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
|
||||
var legacyVersion = skin.GetConfig<LegacySetting, decimal>(LegacySetting.Version)?.Value;
|
||||
|
||||
if (legacyVersion >= 2.0m)
|
||||
// legacy skins of version 2.0 and newer only apply very short fade out to the number piece.
|
||||
hitCircleText.FadeOut(legacy_fade_duration / 4, Easing.Out);
|
||||
else
|
||||
{
|
||||
// old skins scale and fade it normally along other pieces.
|
||||
hitCircleText.FadeOut(legacy_fade_duration, Easing.Out);
|
||||
hitCircleText.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -66,6 +66,12 @@ namespace osu.Game.Rulesets.Osu.Skinning
|
||||
|
||||
return null;
|
||||
|
||||
case OsuSkinComponents.SliderTailHitCircle:
|
||||
if (hasHitCircle.Value)
|
||||
return new LegacyMainCirclePiece("sliderendcircle", false);
|
||||
|
||||
return null;
|
||||
|
||||
case OsuSkinComponents.SliderHeadHitCircle:
|
||||
if (hasHitCircle.Value)
|
||||
return new LegacyMainCirclePiece("sliderstartcircle");
|
||||
|
Loading…
Reference in New Issue
Block a user