1
0
mirror of https://github.com/ppy/osu.git synced 2025-02-19 21:52:54 +08:00

Make DrawableHitObject expires explicit.

This commit is contained in:
smoogipooo 2017-03-17 15:30:19 +09:00
parent 163a21a7bf
commit cce1ae055f
4 changed files with 9 additions and 5 deletions

View File

@ -128,9 +128,11 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
case ArmedState.Idle: case ArmedState.Idle:
Delay(duration + TIME_PREEMPT); Delay(duration + TIME_PREEMPT);
FadeOut(TIME_FADEOUT); FadeOut(TIME_FADEOUT);
Expire(true);
break; break;
case ArmedState.Miss: case ArmedState.Miss:
FadeOut(TIME_FADEOUT / 5); FadeOut(TIME_FADEOUT / 5);
Expire();
break; break;
case ArmedState.Hit: case ArmedState.Hit:
const double flash_in = 40; const double flash_in = 40;
@ -150,6 +152,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
FadeOut(800); FadeOut(800);
ScaleTo(Scale * 1.5f, 400, EasingTypes.OutQuad); ScaleTo(Scale * 1.5f, 400, EasingTypes.OutQuad);
Expire();
break; break;
} }
} }

View File

@ -168,6 +168,8 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
ball.FadeOut(160); ball.FadeOut(160);
FadeOut(800); FadeOut(800);
Expire();
} }
public Drawable ProxiedLayer => initialCircle.ApproachCircle; public Drawable ProxiedLayer => initialCircle.ApproachCircle;

View File

@ -146,9 +146,11 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
{ {
case ArmedState.Hit: case ArmedState.Hit:
ScaleTo(Scale * 1.2f, 320, EasingTypes.Out); ScaleTo(Scale * 1.2f, 320, EasingTypes.Out);
Expire();
break; break;
case ArmedState.Miss: case ArmedState.Miss:
ScaleTo(Scale * 0.8f, 320, EasingTypes.In); ScaleTo(Scale * 0.8f, 320, EasingTypes.In);
Expire();
break; break;
} }
} }

View File

@ -34,12 +34,11 @@ namespace osu.Game.Modes.Objects.Drawables
set set
{ {
if (state == value) return; if (state == value)
return;
state = value; state = value;
UpdateState(state); UpdateState(state);
if (IsLoaded)
Expire();
if (State == ArmedState.Hit) if (State == ArmedState.Hit)
PlaySample(); PlaySample();
@ -63,8 +62,6 @@ namespace osu.Game.Modes.Objects.Drawables
//force application of the state that was set before we loaded. //force application of the state that was set before we loaded.
UpdateState(State); UpdateState(State);
Expire(true);
} }
} }