Fix new-style spinners fading in later than usual

This commit is contained in:
Salman Ahmed 2022-10-18 23:48:40 +03:00
parent 3de9d5f362
commit 3b3f3dc159
2 changed files with 7 additions and 3 deletions

View File

@ -107,8 +107,8 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimePreempt)) using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimePreempt))
this.FadeOut(); this.FadeOut();
using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimeFadeIn / 2)) using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimeFadeIn))
this.FadeInFromZero(spinner.TimeFadeIn / 2); this.FadeInFromZero(spinner.TimeFadeIn);
using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimePreempt)) using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimePreempt))
{ {

View File

@ -65,6 +65,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
{ {
spin = new Sprite spin = new Sprite
{ {
Alpha = 0,
Anchor = Anchor.TopCentre, Anchor = Anchor.TopCentre,
Origin = Anchor.Centre, Origin = Anchor.Centre,
Texture = source.GetTexture("spinner-spin"), Texture = source.GetTexture("spinner-spin"),
@ -82,7 +83,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
}, },
bonusCounter = new LegacySpriteText(LegacyFont.Score) bonusCounter = new LegacySpriteText(LegacyFont.Score)
{ {
Alpha = 0f, Alpha = 0,
Anchor = Anchor.TopCentre, Anchor = Anchor.TopCentre,
Origin = Anchor.Centre, Origin = Anchor.Centre,
Scale = new Vector2(SPRITE_SCALE), Scale = new Vector2(SPRITE_SCALE),
@ -179,6 +180,9 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
spmCounter.MoveToOffset(new Vector2(0, -spm_hide_offset), d.HitObject.TimeFadeIn, Easing.Out); spmCounter.MoveToOffset(new Vector2(0, -spm_hide_offset), d.HitObject.TimeFadeIn, Easing.Out);
} }
using (BeginAbsoluteSequence(d.HitObject.StartTime - d.HitObject.TimeFadeIn / 2))
spin.FadeInFromZero(d.HitObject.TimeFadeIn / 2);
using (BeginAbsoluteSequence(d.HitObject.StartTime)) using (BeginAbsoluteSequence(d.HitObject.StartTime))
ApproachCircle?.ScaleTo(SPRITE_SCALE * 0.1f, d.HitObject.Duration); ApproachCircle?.ScaleTo(SPRITE_SCALE * 0.1f, d.HitObject.Duration);