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Improve animation for legacy skins

This commit is contained in:
Dean Herbert 2023-12-20 20:26:28 +09:00
parent 9b383e3276
commit d2716d8557
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@ -65,22 +65,32 @@ namespace osu.Game.Skinning
}
else
{
this.ScaleTo(1.6f);
this.ScaleTo(1, 100, Easing.In);
bool isTick = result != HitResult.Miss;
decimal? legacyVersion = skin.GetConfig<SkinConfiguration.LegacySetting, decimal>(SkinConfiguration.LegacySetting.Version)?.Value;
if (legacyVersion >= 2.0m)
if (isTick)
{
this.MoveTo(new Vector2(0, -5));
this.MoveToOffset(new Vector2(0, 80), fade_out_delay + fade_out_length, Easing.In);
this.ScaleTo(0.6f);
this.ScaleTo(0.3f, 100, Easing.In);
}
else
{
this.ScaleTo(1.6f);
this.ScaleTo(1, 100, Easing.In);
float rotation = RNG.NextSingle(-8.6f, 8.6f);
decimal? legacyVersion = skin.GetConfig<SkinConfiguration.LegacySetting, decimal>(SkinConfiguration.LegacySetting.Version)?.Value;
this.RotateTo(0);
this.RotateTo(rotation, fade_in_length)
.Then().RotateTo(rotation * 2, fade_out_delay + fade_out_length - fade_in_length, Easing.In);
if (legacyVersion >= 2.0m)
{
this.MoveTo(new Vector2(0, -5));
this.MoveToOffset(new Vector2(0, 80), fade_out_delay + fade_out_length, Easing.In);
}
float rotation = RNG.NextSingle(-8.6f, 8.6f);
this.RotateTo(0);
this.RotateTo(rotation, fade_in_length)
.Then().RotateTo(rotation * 2, fade_out_delay + fade_out_length - fade_in_length, Easing.In);
}
}
}