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mirror of https://github.com/ppy/osu.git synced 2026-06-08 20:44:19 +08:00

Fix GameplayCursor state not restoring correctly after Show/Hide

This commit is contained in:
Dean Herbert
2018-07-10 14:41:07 +09:00
Unverified
parent d0f7bdbcb8
commit ffd3040fe2
@@ -39,6 +39,11 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
private int downCount;
private const float pressed_scale = 1.2f;
private const float released_scale = 1f;
private float targetScale => downCount > 0 ? pressed_scale : released_scale;
public bool OnPressed(OsuAction action)
{
switch (action)
@@ -46,7 +51,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
case OsuAction.LeftButton:
case OsuAction.RightButton:
downCount++;
ActiveCursor.ScaleTo(1).ScaleTo(1.2f, 100, Easing.OutQuad);
ActiveCursor.ScaleTo(released_scale).ScaleTo(targetScale, 100, Easing.OutQuad);
break;
}
@@ -60,7 +65,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
case OsuAction.LeftButton:
case OsuAction.RightButton:
if (--downCount == 0)
ActiveCursor.ScaleTo(1, 200, Easing.OutQuad);
ActiveCursor.ScaleTo(targetScale, 200, Easing.OutQuad);
break;
}
@@ -72,13 +77,13 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
protected override void PopIn()
{
fadeContainer.FadeTo(1, 300, Easing.OutQuint);
ActiveCursor.ScaleTo(1, 400, Easing.OutQuint);
ActiveCursor.ScaleTo(targetScale, 400, Easing.OutQuint);
}
protected override void PopOut()
{
fadeContainer.FadeTo(0.05f, 450, Easing.OutQuint);
ActiveCursor.ScaleTo(0.8f, 450, Easing.OutQuint);
ActiveCursor.ScaleTo(targetScale * 0.8f, 450, Easing.OutQuint);
}
public class OsuCursor : Container