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Merge pull request #30794 from Fivoka/Adjust-beat-synced-animation-to-be-smoother-in-skip-and-break-overlay
Adjust beat synced animation to be smoother in skip and break overlay
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commit
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@ -166,7 +166,7 @@ namespace osu.Game.Screens.Play
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return;
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return;
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float timeBoxTargetWidth = (float)Math.Max(0, (remainingTimeForCurrentPeriod - timingPoint.BeatLength / currentPeriod.Value.Value.Duration));
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float timeBoxTargetWidth = (float)Math.Max(0, (remainingTimeForCurrentPeriod - timingPoint.BeatLength / currentPeriod.Value.Value.Duration));
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remainingTimeBox.ResizeWidthTo(timeBoxTargetWidth, timingPoint.BeatLength * 2, Easing.OutQuint);
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remainingTimeBox.ResizeWidthTo(timeBoxTargetWidth, timingPoint.BeatLength * 3.5, Easing.OutQuint);
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}
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}
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private void updateDisplay(ValueChangedEvent<Period?> period)
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private void updateDisplay(ValueChangedEvent<Period?> period)
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@ -219,7 +219,7 @@ namespace osu.Game.Screens.Play
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float progress = (float)(gameplayClock.CurrentTime - displayTime) / (float)(fadeOutBeginTime - displayTime);
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float progress = (float)(gameplayClock.CurrentTime - displayTime) / (float)(fadeOutBeginTime - displayTime);
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float newWidth = 1 - Math.Clamp(progress, 0, 1);
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float newWidth = 1 - Math.Clamp(progress, 0, 1);
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remainingTimeBox.ResizeWidthTo(newWidth, timingPoint.BeatLength * 2, Easing.OutQuint);
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remainingTimeBox.ResizeWidthTo(newWidth, timingPoint.BeatLength * 3.5, Easing.OutQuint);
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}
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}
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public partial class FadeContainer : Container, IStateful<Visibility>
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public partial class FadeContainer : Container, IStateful<Visibility>
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