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Fix legacy slider repeats becoming much too large on hit
They had scale transforms applied to them in two places: the actual legacy pieces themselves (esp. `LegacyHitCirclePiece`), and on the `DrawableSliderRepeat` level. This change moves all of the scale transforms to the skinnable pieces. Argon and triangles have received a copy of the previous logic each, so behaviour on those skins should not change.
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30e5f47007
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@ -118,11 +118,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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case ArmedState.Hit:
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this.FadeOut(animDuration, Easing.Out);
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const float final_scale = 1.5f;
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Arrow.ScaleTo(Scale * final_scale, animDuration, Easing.Out);
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CirclePiece.ScaleTo(Scale * final_scale, animDuration, Easing.Out);
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break;
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}
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}
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@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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@ -12,6 +13,7 @@ using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osuTK;
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using osuTK.Graphics;
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@ -19,8 +21,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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{
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public partial class ArgonReverseArrow : CompositeDrawable
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{
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[Resolved]
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private DrawableHitObject drawableObject { get; set; } = null!;
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private DrawableSliderRepeat drawableRepeat { get; set; } = null!;
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private Bindable<Color4> accentColour = null!;
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@ -29,8 +30,10 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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private Sprite side = null!;
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[BackgroundDependencyLoader]
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private void load(TextureStore textures)
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private void load(DrawableHitObject drawableObject, TextureStore textures)
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{
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drawableRepeat = (DrawableSliderRepeat)drawableObject;
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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@ -70,10 +73,10 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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}
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};
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accentColour = drawableObject.AccentColour.GetBoundCopy();
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accentColour = drawableRepeat.AccentColour.GetBoundCopy();
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accentColour.BindValueChanged(accent => icon.Colour = accent.NewValue.Darken(4), true);
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drawableObject.ApplyCustomUpdateState += updateStateTransforms;
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drawableRepeat.ApplyCustomUpdateState += updateStateTransforms;
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}
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private void updateStateTransforms(DrawableHitObject hitObject, ArmedState state)
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@ -96,6 +99,11 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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.MoveToX(0, move_in_duration, Easing.Out)
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.Loop(total - (move_in_duration + move_out_duration));
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break;
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case ArmedState.Hit:
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double animDuration = Math.Min(300, drawableRepeat.HitObject.SpanDuration);
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this.ScaleTo(1.5f, animDuration, Easing.Out);
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break;
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}
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}
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@ -103,8 +111,8 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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{
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base.Dispose(isDisposing);
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if (drawableObject.IsNotNull())
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drawableObject.ApplyCustomUpdateState -= updateStateTransforms;
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if (drawableRepeat.IsNotNull())
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drawableRepeat.ApplyCustomUpdateState -= updateStateTransforms;
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}
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}
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}
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@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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@ -8,14 +9,14 @@ using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Skinning.Default
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{
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public partial class DefaultReverseArrow : CompositeDrawable
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{
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[Resolved]
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private DrawableHitObject drawableObject { get; set; } = null!;
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private DrawableSliderRepeat drawableRepeat { get; set; } = null!;
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public DefaultReverseArrow()
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{
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@ -36,9 +37,10 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
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}
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[BackgroundDependencyLoader]
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private void load()
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private void load(DrawableHitObject drawableObject)
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{
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drawableObject.ApplyCustomUpdateState += updateStateTransforms;
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drawableRepeat = (DrawableSliderRepeat)drawableObject;
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drawableRepeat.ApplyCustomUpdateState += updateStateTransforms;
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}
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private void updateStateTransforms(DrawableHitObject hitObject, ArmedState state)
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@ -55,6 +57,11 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
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.ScaleTo(1f, move_in_duration, Easing.Out)
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.Loop(total - (move_in_duration + move_out_duration));
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break;
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case ArmedState.Hit:
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double animDuration = Math.Min(300, drawableRepeat.HitObject.SpanDuration);
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InternalChild.ScaleTo(1.5f, animDuration, Easing.Out);
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break;
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}
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}
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@ -62,8 +69,8 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
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{
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base.Dispose(isDisposing);
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if (drawableObject.IsNotNull())
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drawableObject.ApplyCustomUpdateState -= updateStateTransforms;
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if (drawableRepeat.IsNotNull())
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drawableRepeat.ApplyCustomUpdateState -= updateStateTransforms;
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}
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}
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}
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@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Diagnostics;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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@ -17,8 +18,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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{
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public partial class LegacyReverseArrow : CompositeDrawable
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{
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[Resolved]
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private DrawableHitObject drawableObject { get; set; } = null!;
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private DrawableSliderRepeat drawableRepeat { get; set; } = null!;
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private Drawable proxy = null!;
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@ -31,8 +31,10 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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private bool shouldRotate;
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[BackgroundDependencyLoader]
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private void load(ISkinSource skinSource)
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private void load(DrawableHitObject drawableObject, ISkinSource skinSource)
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{
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drawableRepeat = (DrawableSliderRepeat)drawableObject;
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AutoSizeAxes = Axes.Both;
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string lookupName = new OsuSkinComponentLookup(OsuSkinComponents.ReverseArrow).LookupName;
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@ -58,10 +60,10 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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proxy = CreateProxy();
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drawableObject.HitObjectApplied += onHitObjectApplied;
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onHitObjectApplied(drawableObject);
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drawableRepeat.HitObjectApplied += onHitObjectApplied;
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onHitObjectApplied(drawableRepeat);
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accentColour = drawableObject.AccentColour.GetBoundCopy();
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accentColour = drawableRepeat.AccentColour.GetBoundCopy();
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accentColour.BindValueChanged(c =>
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{
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arrow.Colour = textureIsDefaultSkin && c.NewValue.R + c.NewValue.G + c.NewValue.B > (600 / 255f) ? Color4.Black : Color4.White;
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@ -73,8 +75,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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Debug.Assert(proxy.Parent == null);
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// see logic in LegacySliderHeadHitCircle.
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(drawableObject as DrawableSliderRepeat)?.DrawableSlider
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.OverlayElementContainer.Add(proxy);
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drawableRepeat.DrawableSlider.OverlayElementContainer.Add(proxy);
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}
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private void updateStateTransforms(DrawableHitObject hitObject, ArmedState state)
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@ -102,6 +103,11 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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}
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break;
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case ArmedState.Hit:
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double animDuration = Math.Min(300, drawableRepeat.HitObject.SpanDuration);
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InternalChild.ScaleTo(1.4f, animDuration, Easing.Out);
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break;
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}
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}
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@ -109,10 +115,10 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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{
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base.Dispose(isDisposing);
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if (drawableObject.IsNotNull())
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if (drawableRepeat.IsNotNull())
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{
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drawableObject.HitObjectApplied -= onHitObjectApplied;
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drawableObject.ApplyCustomUpdateState -= updateStateTransforms;
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drawableRepeat.HitObjectApplied -= onHitObjectApplied;
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drawableRepeat.ApplyCustomUpdateState -= updateStateTransforms;
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}
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}
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}
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