Merge pull request #7855 from peppy/fix-transform-mod

Fix transform mod not being applied correctly
This commit is contained in:
Dan Balasescu
2020-02-16 16:31:02 +09:00
committed by GitHub

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@ -8,6 +8,7 @@ using osu.Framework.Graphics.Sprites;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osuTK; using osuTK;
namespace osu.Game.Rulesets.Osu.Mods namespace osu.Game.Rulesets.Osu.Mods
@ -27,26 +28,40 @@ namespace osu.Game.Rulesets.Osu.Mods
public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables) public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
{ {
foreach (var drawable in drawables) foreach (var drawable in drawables)
drawable.ApplyCustomUpdateState += applyTransform;
}
private void applyTransform(DrawableHitObject drawable, ArmedState state)
{
switch (drawable)
{ {
var hitObject = (OsuHitObject)drawable.HitObject; case DrawableSliderHead _:
case DrawableSliderTail _:
case DrawableSliderTick _:
case DrawableRepeatPoint _:
return;
float appearDistance = (float)(hitObject.TimePreempt - hitObject.TimeFadeIn) / 2; default:
var hitObject = (OsuHitObject)drawable.HitObject;
Vector2 originalPosition = drawable.Position; float appearDistance = (float)(hitObject.TimePreempt - hitObject.TimeFadeIn) / 2;
Vector2 appearOffset = new Vector2(MathF.Cos(theta), MathF.Sin(theta)) * appearDistance;
//the - 1 and + 1 prevents the hit objects to appear in the wrong position. Vector2 originalPosition = drawable.Position;
double appearTime = hitObject.StartTime - hitObject.TimePreempt - 1; Vector2 appearOffset = new Vector2(MathF.Cos(theta), MathF.Sin(theta)) * appearDistance;
double moveDuration = hitObject.TimePreempt + 1;
using (drawable.BeginAbsoluteSequence(appearTime, true)) //the - 1 and + 1 prevents the hit objects to appear in the wrong position.
{ double appearTime = hitObject.StartTime - hitObject.TimePreempt - 1;
drawable double moveDuration = hitObject.TimePreempt + 1;
.MoveToOffset(appearOffset)
.MoveTo(originalPosition, moveDuration, Easing.InOutSine);
}
theta += (float)hitObject.TimeFadeIn / 1000; using (drawable.BeginAbsoluteSequence(appearTime, true))
{
drawable
.MoveToOffset(appearOffset)
.MoveTo(originalPosition, moveDuration, Easing.InOutSine);
}
theta += (float)hitObject.TimeFadeIn / 1000;
break;
} }
} }
} }