1
0
mirror of https://github.com/ppy/osu.git synced 2025-02-19 07:04:15 +08:00

Fix transform mod not being applied correctly

This commit is contained in:
Dean Herbert 2020-02-16 11:58:41 +09:00
parent 268f3333bd
commit cd4643593f

View File

@ -8,6 +8,7 @@ using osu.Framework.Graphics.Sprites;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osuTK;
namespace osu.Game.Rulesets.Osu.Mods
@ -27,26 +28,39 @@ namespace osu.Game.Rulesets.Osu.Mods
public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
{
foreach (var drawable in drawables)
drawable.ApplyCustomUpdateState += applyTransform;
}
private void applyTransform(DrawableHitObject drawable, ArmedState state)
{
switch (drawable)
{
var hitObject = (OsuHitObject)drawable.HitObject;
case DrawableSliderHead _:
case DrawableSliderTail _:
case DrawableSliderTick _:
return;
float appearDistance = (float)(hitObject.TimePreempt - hitObject.TimeFadeIn) / 2;
default:
var hitObject = (OsuHitObject)drawable.HitObject;
Vector2 originalPosition = drawable.Position;
Vector2 appearOffset = new Vector2(MathF.Cos(theta), MathF.Sin(theta)) * appearDistance;
float appearDistance = (float)(hitObject.TimePreempt - hitObject.TimeFadeIn) / 2;
//the - 1 and + 1 prevents the hit objects to appear in the wrong position.
double appearTime = hitObject.StartTime - hitObject.TimePreempt - 1;
double moveDuration = hitObject.TimePreempt + 1;
Vector2 originalPosition = drawable.Position;
Vector2 appearOffset = new Vector2(MathF.Cos(theta), MathF.Sin(theta)) * appearDistance;
using (drawable.BeginAbsoluteSequence(appearTime, true))
{
drawable
.MoveToOffset(appearOffset)
.MoveTo(originalPosition, moveDuration, Easing.InOutSine);
}
//the - 1 and + 1 prevents the hit objects to appear in the wrong position.
double appearTime = hitObject.StartTime - hitObject.TimePreempt - 1;
double moveDuration = hitObject.TimePreempt + 1;
theta += (float)hitObject.TimeFadeIn / 1000;
using (drawable.BeginAbsoluteSequence(appearTime, true))
{
drawable
.MoveToOffset(appearOffset)
.MoveTo(originalPosition, moveDuration, Easing.InOutSine);
}
theta += (float)hitObject.TimeFadeIn / 1000;
break;
}
}
}