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mirror of https://github.com/ppy/osu.git synced 2024-11-11 09:27:29 +08:00

Switch to using immediate transforms to make rewind handle better

This commit is contained in:
Dean Herbert 2022-12-02 17:32:57 +09:00
parent 47855de6ab
commit ebc75d40d2

View File

@ -1,6 +1,7 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Allocation;
using osu.Framework.Audio.Track;
using osu.Framework.Graphics;
@ -18,16 +19,17 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
{
private bool isKiaiActive;
private Sprite sprite = null!;
[BackgroundDependencyLoader(true)]
private void load(ISkinSource skin, HealthProcessor? healthProcessor)
{
Alpha = 0;
Child = new Sprite
Child = sprite = new Sprite
{
Texture = skin.GetTexture("taiko-glow"),
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
Alpha = 0,
Scale = new Vector2(0.7f),
Colour = new Colour4(255, 228, 0, 255),
};
@ -36,26 +38,28 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
healthProcessor.NewJudgement += onNewJudgement;
}
protected override void Update()
{
base.Update();
if (isKiaiActive)
sprite.Alpha = (float)Math.Min(1, sprite.Alpha + Math.Abs(Clock.ElapsedFrameTime) / 100f);
else
sprite.Alpha = (float)Math.Max(0, sprite.Alpha - Math.Abs(Clock.ElapsedFrameTime) / 600f);
}
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
{
isKiaiActive = effectPoint.KiaiMode;
}
private void onNewJudgement(JudgementResult result)
{
if (!result.IsHit || !isKiaiActive)
return;
this.ScaleTo(1.2f).Then()
.ScaleTo(1f, 80, Easing.OutQuad);
}
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
{
if (effectPoint.KiaiMode == isKiaiActive)
return;
isKiaiActive = effectPoint.KiaiMode;
if (isKiaiActive)
this.FadeIn(180);
else
this.FadeOut(180);
sprite.ScaleTo(0.85f).Then()
.ScaleTo(0.7f, 80, Easing.OutQuad);
}
}
}