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Move fade more local to avoid fading twice

This commit is contained in:
Dean Herbert 2024-01-25 18:50:45 +09:00
parent 6070eac6ee
commit d0421fe206
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@ -44,7 +44,6 @@ namespace osu.Game.Skinning
const double fade_out_length = 600;
this.FadeInFromZero(fade_in_length);
this.Delay(fade_out_delay).FadeOut(fade_out_length);
if (result.IsMiss())
{
@ -74,6 +73,8 @@ namespace osu.Game.Skinning
this.RotateTo(0);
this.RotateTo(rotation, fade_in_length)
.Then().RotateTo(rotation * 2, fade_out_delay + fade_out_length - fade_in_length, Easing.In);
this.Delay(fade_out_delay).FadeOut(fade_out_length);
}
}
else
@ -87,6 +88,8 @@ namespace osu.Game.Skinning
// so we need to force the current value to be correct at 1.2 (0.95) then complete the
// second half of the transform.
.ScaleTo(0.95f).ScaleTo(finalScale, fade_in_length * 0.2f); // t = 1.4
this.Delay(fade_out_delay).FadeOut(fade_out_length);
}
}