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mirror of https://github.com/ppy/osu.git synced 2025-02-13 14:13:18 +08:00

Apply NRT to FailAnimation

This commit is contained in:
Dean Herbert 2022-08-25 14:35:42 +09:00
parent 8f4a953d11
commit ec60e16439

View File

@ -1,14 +1,11 @@
// 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.
#nullable disable
using osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Game.Rulesets.UI;
using System;
using System.Collections.Generic;
using JetBrains.Annotations;
using ManagedBass.Fx;
using osu.Framework.Allocation;
using osu.Framework.Audio.Sample;
@ -34,27 +31,27 @@ namespace osu.Game.Screens.Play
/// </summary>
public class FailAnimation : Container
{
public Action OnComplete;
public Action? OnComplete;
private readonly DrawableRuleset drawableRuleset;
private readonly BindableDouble trackFreq = new BindableDouble(1);
private readonly BindableDouble volumeAdjustment = new BindableDouble(0.5);
private Container filters;
private Container filters = null!;
private Box redFlashLayer;
private Box redFlashLayer = null!;
private Track track;
private Track? track;
private AudioFilter failLowPassFilter;
private AudioFilter failHighPassFilter;
private AudioFilter failLowPassFilter = null!;
private AudioFilter failHighPassFilter = null!;
private const float duration = 2500;
private Sample failSample;
private Sample? failSample;
[Resolved]
private OsuConfigManager config { get; set; }
private OsuConfigManager config { get; set; } = null!;
protected override Container<Drawable> Content { get; } = new Container
{
@ -66,8 +63,7 @@ namespace osu.Game.Screens.Play
/// <summary>
/// The player screen background, used to adjust appearance on failing.
/// </summary>
[CanBeNull]
public BackgroundScreen Background { private get; set; }
public BackgroundScreen? Background { private get; set; }
public FailAnimation(DrawableRuleset drawableRuleset)
{
@ -127,7 +123,7 @@ namespace osu.Game.Screens.Play
failHighPassFilter.CutoffTo(300);
failLowPassFilter.CutoffTo(300, duration, Easing.OutCubic);
failSample.Play();
failSample?.Play();
track.AddAdjustment(AdjustableProperty.Frequency, trackFreq);
track.AddAdjustment(AdjustableProperty.Volume, volumeAdjustment);