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Fix kiai flash being visible and incorrectly sized during hit animation

This commit is contained in:
Dean Herbert 2023-01-26 15:24:10 +09:00
parent 73f53328cf
commit de1d473d29

View File

@ -44,7 +44,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
private readonly IBindable<Color4> accentColour = new Bindable<Color4>();
private readonly IBindable<int> indexInCurrentCombo = new Bindable<int>();
private readonly FlashPiece flash;
private readonly KiaiFlash kiaiFlash;
private readonly Container kiaiContainer;
private Bindable<bool> configHitLighting = null!;
@ -83,11 +83,13 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
new CircularContainer
kiaiContainer = new CircularContainer
{
Masking = true,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = Size,
Child = kiaiFlash = new KiaiFlash
Child = new KiaiFlash
{
RelativeSizeAxes = Axes.Both,
}
@ -129,7 +131,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
outerGradient.ClearTransforms(targetMember: nameof(Colour));
outerGradient.Colour = ColourInfo.GradientVertical(colour.NewValue, colour.NewValue.Darken(0.1f));
kiaiFlash.Colour = colour.NewValue;
kiaiContainer.Colour = colour.NewValue;
outerFill.Colour = innerFill.Colour = colour.NewValue.Darken(4);
innerGradient.Colour = ColourInfo.GradientVertical(colour.NewValue.Darken(0.5f), colour.NewValue.Darken(0.6f));
flash.Colour = colour.NewValue;
@ -191,6 +193,11 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
// gradient layers.
border.ResizeTo(Size * shrink_size + new Vector2(border.BorderThickness), resize_duration, Easing.OutElasticHalf);
// Kiai flash should track the overall size but also be cleaned up quite fast, so we don't get additional
// flashes after the hit animation is already in a mostly-completed state.
kiaiContainer.ResizeTo(Size * shrink_size, resize_duration, Easing.OutElasticHalf);
kiaiContainer.FadeOut(flash_in_duration, Easing.OutQuint);
// The outer gradient is resize with a slight delay from the border.
// This is to give it a bomb-like effect, with the border "triggering" its animation when getting close.
using (BeginDelayedSequence(flash_in_duration / 12))