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mirror of https://github.com/ppy/osu.git synced 2024-12-22 16:33:22 +08:00

Adjust presets and rename more

This commit is contained in:
Dean Herbert 2017-12-29 18:25:33 +09:00
parent c9d4da65d2
commit ced2d9749d

View File

@ -33,8 +33,8 @@ namespace osu.Game.Rulesets.Osu.Mods
public override string Description => @"Play with no approach circles and fading notes for a slight score advantage.";
public override double ScoreMultiplier => 1.06;
private const double fade_in_speed_multiplier = 0.6;
private const double fade_out_speed_multiplier = 0.3;
private const double fade_in_duration_multiplier = 0.4;
private const double fade_out_duration_multiplier = 0.3;
private float preEmpt => DrawableOsuHitObject.TIME_PREEMPT;
@ -50,10 +50,10 @@ namespace osu.Game.Rulesets.Osu.Mods
return;
var fadeInStartTime = d.HitObject.StartTime - preEmpt;
var fadeInDuration = preEmpt * fade_in_speed_multiplier;
var fadeInDuration = preEmpt * fade_in_duration_multiplier;
var fadeOutStartTime = fadeInStartTime + fadeInDuration;
var fadeOutDuration = preEmpt * fade_out_speed_multiplier;
var fadeOutDuration = preEmpt * fade_out_duration_multiplier;
// new duration from completed fade in to end (before fading out)
var newDuration = ((d.HitObject as IHasEndTime)?.EndTime ?? d.HitObject.StartTime) - fadeOutStartTime;
@ -67,6 +67,7 @@ namespace osu.Game.Rulesets.Osu.Mods
case DrawableHitCircle circle:
// 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(fadeOutDuration, circle.HitObject.HitWindowFor(HitResult.Miss));
circle.FadeIn(fadeInDuration).Then().FadeOut(fadeOutDuration); // override fade in as it somehow gets cut otherwise
@ -75,6 +76,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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 - fadeOutDuration, true))
{
@ -91,6 +93,7 @@ namespace osu.Game.Rulesets.Osu.Mods
using (spinner.BeginAbsoluteSequence(fadeOutStartTime, true))
{
var sequence = spinner.Delay(newDuration).FadeOut(fadeOutDuration);
// speed up the end sequence accordingly
switch (state)
{
@ -101,6 +104,7 @@ namespace osu.Game.Rulesets.Osu.Mods
sequence.ScaleTo(spinner.Scale * 0.8f, fadeOutDuration * 2, Easing.Out);
break;
}
sequence.Expire();
}
break;