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Merge pull request #28050 from peppy/delay-resume-visibility
Tweak resume overlay to allow better visibility of hit objects underneath
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commit
fe9e6168fe
@ -529,7 +529,7 @@ namespace osu.Game.Rulesets.UI
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public ResumeOverlay ResumeOverlay { get; protected set; }
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/// <summary>
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/// Whether the <see cref="ResumeOverlay"/> should be used to return the user's cursor position to its previous location after a pause.
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/// Whether a <see cref="ResumeOverlay"/> should be displayed on resuming after a pause.
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/// </summary>
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/// <remarks>
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/// Defaults to <c>true</c>.
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@ -11,7 +11,6 @@ using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Localisation;
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using osu.Framework.Threading;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Overlays;
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@ -24,8 +23,9 @@ namespace osu.Game.Screens.Play
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/// </summary>
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public partial class DelayedResumeOverlay : ResumeOverlay
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{
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// todo: this shouldn't define its own colour provider, but nothing in Player screen does, so let's do that for now.
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private readonly OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Blue);
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// todo: this shouldn't define its own colour provider, but nothing in DrawableRuleset guarantees this, so let's do it locally for now.
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// (of note, Player does cache one but any test which uses a DrawableRuleset without Player will fail without this).
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private readonly OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Purple);
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private const float outer_size = 200;
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private const float inner_size = 150;
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@ -34,9 +34,10 @@ namespace osu.Game.Screens.Play
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private const double countdown_time = 2000;
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private const int total_count = 3;
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protected override LocalisableString Message => string.Empty;
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private ScheduledDelegate? scheduledResume;
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private int? countdownCount;
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private double countdownStartTime;
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private bool countdownComplete;
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@ -120,21 +121,17 @@ namespace osu.Game.Screens.Play
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innerContent.FadeIn().ScaleTo(Vector2.Zero).Then().ScaleTo(Vector2.One, 400, Easing.OutElasticHalf);
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countdownComponents.FadeOut().Delay(50).FadeTo(1, 100);
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countdownProgress.Progress = 0;
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// Reset states for various components.
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countdownBackground.FadeIn();
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countdownText.FadeIn();
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countdownText.Text = string.Empty;
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countdownProgress.FadeIn().ScaleTo(1);
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countdownComplete = false;
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countdownCount = null;
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countdownStartTime = Time.Current;
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scheduledResume?.Cancel();
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scheduledResume = Scheduler.AddDelayed(() =>
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{
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countdownComplete = true;
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Resume();
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}, countdown_time);
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countdownStartTime = Time.Current + 200;
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}
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protected override void PopOut()
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@ -152,8 +149,6 @@ namespace osu.Game.Screens.Play
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}
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else
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countdownProgress.FadeOut();
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scheduledResume?.Cancel();
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}
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protected override void Update()
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@ -164,12 +159,17 @@ namespace osu.Game.Screens.Play
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private void updateCountdown()
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{
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double amountTimePassed = Math.Min(countdown_time, Time.Current - countdownStartTime) / countdown_time;
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int newCount = 3 - (int)Math.Floor(amountTimePassed * 3);
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if (State.Value == Visibility.Hidden || countdownComplete || Time.Current < countdownStartTime)
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return;
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double amountTimePassed = Math.Clamp((Time.Current - countdownStartTime) / countdown_time, 0, countdown_time);
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int newCount = Math.Clamp(total_count - (int)Math.Floor(amountTimePassed * total_count), 0, total_count);
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countdownProgress.Progress = amountTimePassed;
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countdownProgress.InnerRadius = progress_stroke_width / progress_size / countdownProgress.Scale.X;
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Alpha = 0.2f + 0.8f * newCount / total_count;
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if (countdownCount != newCount)
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{
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if (newCount > 0)
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@ -191,6 +191,12 @@ namespace osu.Game.Screens.Play
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}
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countdownCount = newCount;
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if (countdownCount == 0)
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{
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countdownComplete = true;
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Resume();
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}
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}
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}
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}
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