Move spin start time to inside result and switch to standard state handling

This commit is contained in:
Dean Herbert
2021-03-11 12:58:15 +09:00
parent 4e8bcc9265
commit 1591d593e2
3 changed files with 22 additions and 9 deletions

View File

@ -109,9 +109,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
base.OnFree();
spinningSample.Samples = null;
// the counter handles its own fade in (when spinning begins) so we should only be responsible for resetting it here, for pooling.
SpmCounter.Hide();
}
protected override void LoadSamples()
@ -161,6 +158,17 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
}
}
protected override void UpdateStartTimeStateTransforms()
{
base.UpdateStartTimeStateTransforms();
if (Result?.TimeStarted is double startTime)
{
using (BeginAbsoluteSequence(startTime))
fadeInCounter();
}
}
protected override void UpdateHitStateTransforms(ArmedState state)
{
base.UpdateHitStateTransforms(state);
@ -265,7 +273,10 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
base.UpdateAfterChildren();
if (!SpmCounter.IsPresent && RotationTracker.Tracking)
SpmCounter.FadeIn(HitObject.TimeFadeIn);
{
Result.TimeStarted ??= Time.Current;
fadeInCounter();
}
// don't update after end time to avoid the rate display dropping during fade out.
// this shouldn't be limited to StartTime as it causes weirdness with the underlying calculation, which is expecting updates during that period.
@ -275,6 +286,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
updateBonusScore();
}
private void fadeInCounter() => SpmCounter.FadeIn(HitObject.TimeFadeIn);
private int wholeSpins;
private void updateBonusScore()