From d1ffb7c2d78b2fbce64954d7f8ac8f61c5aafb0d Mon Sep 17 00:00:00 2001 From: miterosan Date: Sun, 5 Aug 2018 15:38:27 +0200 Subject: [PATCH] Use timepreempt and put appeartime and move duration into their own vars. --- osu.Game.Rulesets.Osu/Mods/OsuModArrange.cs | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Mods/OsuModArrange.cs b/osu.Game.Rulesets.Osu/Mods/OsuModArrange.cs index 440da5df4f..dd4bb727a2 100644 --- a/osu.Game.Rulesets.Osu/Mods/OsuModArrange.cs +++ b/osu.Game.Rulesets.Osu/Mods/OsuModArrange.cs @@ -39,15 +39,15 @@ namespace osu.Game.Rulesets.Osu.Mods Vector2 originalPosition = drawable.Position; - // avoiding that the player can see the abroupt move. - const int pre_time_offset = 1000; - const float appearDistance = 250; + const float appear_distance = 250; + double appearTime = hitObject.StartTime - hitObject.TimePreempt - 1; + double moveDuration = hitObject.TimePreempt + 1; - using (drawable.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimeFadeIn - pre_time_offset, true)) + using (drawable.BeginAbsoluteSequence(appearTime, true)) { drawable - .MoveToOffset(new Vector2((float)Math.Cos(theta), (float)Math.Sin(theta)) * appearDistance) - .MoveTo(originalPosition, hitObject.TimeFadeIn + pre_time_offset, Easing.InOutSine); + .MoveToOffset(new Vector2((float)Math.Cos(theta), (float)Math.Sin(theta)) * appear_distance) + .MoveTo(originalPosition, moveDuration, Easing.InOutSine); }