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794765ba85
Less transforms in gameplay is always better. This fixes repeat arrows animating completely incorrectly in the editor (and probably gameplay when rewinding).
71 lines
2.6 KiB
C#
71 lines
2.6 KiB
C#
// 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.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Utils;
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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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private DrawableSliderRepeat drawableRepeat { get; set; } = null!;
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public DefaultReverseArrow()
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{
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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Size = OsuHitObject.OBJECT_DIMENSIONS;
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InternalChild = new SpriteIcon
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{
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RelativeSizeAxes = Axes.Both,
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Blending = BlendingParameters.Additive,
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Icon = FontAwesome.Solid.ChevronRight,
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Size = new Vector2(0.35f),
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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};
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}
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[BackgroundDependencyLoader]
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private void load(DrawableHitObject drawableObject)
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{
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drawableRepeat = (DrawableSliderRepeat)drawableObject;
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}
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protected override void Update()
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{
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base.Update();
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if (Time.Current >= drawableRepeat.HitStateUpdateTime && drawableRepeat.State.Value == ArmedState.Hit)
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{
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double animDuration = Math.Min(300, drawableRepeat.HitObject.SpanDuration);
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Scale = new Vector2(Interpolation.ValueAt(Time.Current, 1, 1.5f, drawableRepeat.HitStateUpdateTime, drawableRepeat.HitStateUpdateTime + animDuration, Easing.Out));
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}
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else
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{
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const float scale_amount = 1.3f;
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const double move_out_duration = 35;
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const double move_in_duration = 250;
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const double total = 300;
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double loopCurrentTime = (Time.Current - drawableRepeat.AnimationStartTime.Value) % total;
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if (loopCurrentTime < move_out_duration)
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Scale = new Vector2(Interpolation.ValueAt(loopCurrentTime, 1, scale_amount, 0, move_out_duration, Easing.Out));
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else
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Scale = new Vector2(Interpolation.ValueAt(loopCurrentTime, scale_amount, 1f, move_out_duration, move_out_duration + move_in_duration, Easing.Out));
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}
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}
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}
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}
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