new Approach to approach rate

This commit is contained in:
Shawdooow
2017-12-31 11:15:14 -05:00
parent dc365bfc11
commit 3ba5dce052
9 changed files with 41 additions and 30 deletions

View File

@ -96,12 +96,12 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
using (fp.BeginAbsoluteSequence(fadeInTime))
{
fp.FadeIn(DrawableOsuHitObject.TIME_FADEIN);
fp.ScaleTo(1, DrawableOsuHitObject.TIME_FADEIN, Easing.Out);
fp.FadeIn(currHitObject.TimeFadein);
fp.ScaleTo(1, currHitObject.TimeFadein, Easing.Out);
fp.MoveTo(pointEndPosition, DrawableOsuHitObject.TIME_FADEIN, Easing.Out);
fp.MoveTo(pointEndPosition, currHitObject.TimeFadein, Easing.Out);
fp.Delay(fadeOutTime - fadeInTime).FadeOut(DrawableOsuHitObject.TIME_FADEIN);
fp.Delay(fadeOutTime - fadeInTime).FadeOut(currHitObject.TimeFadein);
}
fp.Expire(true);

View File

@ -88,8 +88,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
base.UpdatePreemptState();
ApproachCircle.FadeIn(Math.Min(FadeInDuration * 2, TIME_PREEMPT));
ApproachCircle.ScaleTo(1.1f, TIME_PREEMPT);
ApproachCircle.FadeIn(Math.Min(FadeInDuration * 2, HitObject.TimePreempt));
ApproachCircle.ScaleTo(1.1f, HitObject.TimePreempt);
}
protected override void UpdateCurrentState(ArmedState state)
@ -99,7 +99,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
switch (state)
{
case ArmedState.Idle:
this.Delay(TIME_PREEMPT).FadeOut(500);
this.Delay(HitObject.TimePreempt).FadeOut(500);
Expire(true);

View File

@ -10,26 +10,25 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
public class DrawableOsuHitObject : DrawableHitObject<OsuHitObject>
{
public const float TIME_PREEMPT = 600;
public const float TIME_FADEIN = 400;
/// <summary>
/// The number of milliseconds used to fade in.
/// </summary>
public virtual double FadeInDuration { get; set; } = TIME_FADEIN;
public virtual double FadeInDuration { get; set; }
public override bool IsPresent => base.IsPresent || State.Value == ArmedState.Idle && Time.Current >= HitObject.StartTime - TIME_PREEMPT;
public override bool IsPresent => base.IsPresent || State.Value == ArmedState.Idle && Time.Current >= HitObject.StartTime - HitObject.TimePreempt;
protected DrawableOsuHitObject(OsuHitObject hitObject)
: base(hitObject)
{
FadeInDuration = hitObject.TimeFadein;
AccentColour = HitObject.ComboColour;
Alpha = 0;
}
protected sealed override void UpdateState(ArmedState state)
{
double transformTime = HitObject.StartTime - TIME_PREEMPT;
double transformTime = HitObject.StartTime - HitObject.TimePreempt;
base.ApplyTransformsAt(transformTime, true);
base.ClearTransformsAfter(transformTime, true);
@ -38,7 +37,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
UpdatePreemptState();
using (BeginDelayedSequence(TIME_PREEMPT + (Judgements.FirstOrDefault()?.TimeOffset ?? 0), true))
using (BeginDelayedSequence(HitObject.TimePreempt + (Judgements.FirstOrDefault()?.TimeOffset ?? 0), true))
UpdateCurrentState(state);
}
}

View File

@ -191,14 +191,14 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
base.UpdatePreemptState();
circleContainer.ScaleTo(spinner.Scale * 0.3f);
circleContainer.ScaleTo(spinner.Scale, TIME_PREEMPT / 1.4f, Easing.OutQuint);
circleContainer.ScaleTo(spinner.Scale, HitObject.TimePreempt / 1.4f, Easing.OutQuint);
Disc.RotateTo(-720);
symbol.RotateTo(-720);
mainContainer
.ScaleTo(0)
.ScaleTo(spinner.Scale * circle.DrawHeight / DrawHeight * 1.4f, TIME_PREEMPT - 150, Easing.OutQuint)
.ScaleTo(spinner.Scale * circle.DrawHeight / DrawHeight * 1.4f, HitObject.TimePreempt - 150, Easing.OutQuint)
.Then()
.ScaleTo(1, 500, Easing.OutQuint);
}

View File

@ -167,7 +167,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
public void UpdateProgress(double progress, int repeat)
{
double start = 0;
double end = snakingIn ? MathHelper.Clamp((Time.Current - (slider.StartTime - DrawableOsuHitObject.TIME_PREEMPT)) / DrawableOsuHitObject.TIME_FADEIN, 0, 1) : 1;
double end = snakingIn ? MathHelper.Clamp((Time.Current - (slider.StartTime - slider.TimePreempt)) / slider.TimeFadein, 0, 1) : 1;
if (repeat >= slider.RepeatCount - 1)
{