Merge branch 'master' into add-catcher-animation-states

This commit is contained in:
Dan Balasescu
2020-03-11 14:53:14 +09:00
committed by GitHub
80 changed files with 894 additions and 437 deletions

View File

@ -250,21 +250,28 @@ namespace osu.Game.Rulesets.Catch.UI
if (!Trail) return;
var additive = createAdditiveSprite(HyperDashing);
additive.FadeTo(0.4f).FadeOut(800, Easing.OutQuint);
additive.Expire(true);
Scheduler.AddDelayed(beginTrail, HyperDashing ? 25 : 50);
}
private Drawable createAdditiveSprite(bool hyperDash)
{
var additive = createCatcherSprite();
additive.Anchor = Anchor;
additive.Scale = Scale;
additive.Colour = HyperDashing ? Color4.Red : Color4.White;
additive.Colour = hyperDash ? Color4.Red : Color4.White;
additive.Blending = BlendingParameters.Additive;
additive.RelativePositionAxes = RelativePositionAxes;
additive.Position = Position;
AdditiveTarget.Add(additive);
additive.FadeTo(0.4f).FadeOut(800, Easing.OutQuint);
additive.Expire(true);
Scheduler.AddDelayed(beginTrail, HyperDashing ? 25 : 50);
return additive;
}
private Drawable createCatcherSprite() => new CatcherSprite(currentState);
@ -372,14 +379,14 @@ namespace osu.Game.Rulesets.Catch.UI
{
const float hyper_dash_transition_length = 180;
bool previouslyHyperDashing = HyperDashing;
bool wasHyperDashing = HyperDashing;
if (modifier <= 1 || X == targetPosition)
{
hyperDashModifier = 1;
hyperDashDirection = 0;
if (previouslyHyperDashing)
if (wasHyperDashing)
{
this.FadeColour(Color4.White, hyper_dash_transition_length, Easing.OutQuint);
this.FadeTo(1, hyper_dash_transition_length, Easing.OutQuint);
@ -392,11 +399,18 @@ namespace osu.Game.Rulesets.Catch.UI
hyperDashDirection = Math.Sign(targetPosition - X);
hyperDashTargetPosition = targetPosition;
if (!previouslyHyperDashing)
if (!wasHyperDashing)
{
this.FadeColour(Color4.OrangeRed, hyper_dash_transition_length, Easing.OutQuint);
this.FadeTo(0.2f, hyper_dash_transition_length, Easing.OutQuint);
Trail = true;
var hyperDashEndGlow = createAdditiveSprite(true);
hyperDashEndGlow.MoveToOffset(new Vector2(0, -20), 1200, Easing.In);
hyperDashEndGlow.ScaleTo(hyperDashEndGlow.Scale * 0.9f).ScaleTo(hyperDashEndGlow.Scale * 1.2f, 1200, Easing.In);
hyperDashEndGlow.FadeOut(1200);
hyperDashEndGlow.Expire(true);
}
}
}