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mirror of https://github.com/ppy/osu.git synced 2025-02-13 15:03:13 +08:00

Centralise definition of overlay shadow opacity and reduce slightly

This commit is contained in:
Dean Herbert 2023-05-24 12:38:27 +09:00
parent 02d8e3a11e
commit e5451d1d79
4 changed files with 5 additions and 3 deletions

View File

@ -17,6 +17,7 @@ namespace osu.Game.Graphics.Containers
{ {
public const float APPEAR_DURATION = 800; public const float APPEAR_DURATION = 800;
public const float DISAPPEAR_DURATION = 500; public const float DISAPPEAR_DURATION = 500;
public const float SHADOW_OPACITY = 0.2f;
private const Easing easing_show = Easing.OutSine; private const Easing easing_show = Easing.OutSine;
private const Easing easing_hide = Easing.InSine; private const Easing easing_hide = Easing.InSine;

View File

@ -102,7 +102,7 @@ namespace osu.Game.Overlays
protected override void PopIn() protected override void PopIn()
{ {
base.PopIn(); base.PopIn();
FadeEdgeEffectTo(0.4f, WaveContainer.APPEAR_DURATION, Easing.Out); FadeEdgeEffectTo(WaveContainer.SHADOW_OPACITY, WaveContainer.APPEAR_DURATION, Easing.Out);
} }
protected override void PopOut() protected override void PopOut()

View File

@ -210,7 +210,7 @@ namespace osu.Game.Overlays
this.MoveToX(0, TRANSITION_LENGTH, Easing.OutQuint); this.MoveToX(0, TRANSITION_LENGTH, Easing.OutQuint);
mainContent.FadeTo(1, TRANSITION_LENGTH, Easing.OutQuint); mainContent.FadeTo(1, TRANSITION_LENGTH, Easing.OutQuint);
mainContent.FadeEdgeEffectTo(0.4f, WaveContainer.APPEAR_DURATION, Easing.Out); mainContent.FadeEdgeEffectTo(WaveContainer.SHADOW_OPACITY, WaveContainer.APPEAR_DURATION, Easing.Out);
toastTray.FlushAllToasts(); toastTray.FlushAllToasts();
} }

View File

@ -115,6 +115,7 @@ namespace osu.Game.Overlays
Hollow = true, Hollow = true,
Radius = 10 Radius = 10
}, },
MaskingSmoothness = 0,
RelativeSizeAxes = Axes.Both, RelativeSizeAxes = Axes.Both,
ExpandableHeader = CreateHeader(), ExpandableHeader = CreateHeader(),
SelectedSection = { BindTarget = CurrentSection }, SelectedSection = { BindTarget = CurrentSection },
@ -166,7 +167,7 @@ namespace osu.Game.Overlays
ContentContainer.MoveToX(ExpandedPosition, TRANSITION_LENGTH, Easing.OutQuint); ContentContainer.MoveToX(ExpandedPosition, TRANSITION_LENGTH, Easing.OutQuint);
SectionsContainer.FadeEdgeEffectTo(0.4f, WaveContainer.APPEAR_DURATION, Easing.Out); SectionsContainer.FadeEdgeEffectTo(WaveContainer.SHADOW_OPACITY, WaveContainer.APPEAR_DURATION, Easing.Out);
// delay load enough to ensure it doesn't overlap with the initial animation. // delay load enough to ensure it doesn't overlap with the initial animation.
// this is done as there is still a brief stutter during load completion which is more visible if the transition is in progress. // this is done as there is still a brief stutter during load completion which is more visible if the transition is in progress.