diff --git a/osu.Game.Rulesets.Osu/Mods/OsuMod.cs b/osu.Game.Rulesets.Osu/Mods/OsuMod.cs index 0ed72db18c..f24a360575 100644 --- a/osu.Game.Rulesets.Osu/Mods/OsuMod.cs +++ b/osu.Game.Rulesets.Osu/Mods/OsuMod.cs @@ -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;