Merge master into better-input

This commit is contained in:
Dean Herbert
2017-07-05 13:59:40 -07:00
48 changed files with 238 additions and 147 deletions

View File

@ -72,11 +72,11 @@ namespace osu.Game.Screens.Menu
private const float default_size = 480;
private const double beat_in_time = 60;
private const double early_activation = 60;
public OsuLogo()
{
EarlyActivationMilliseconds = beat_in_time;
EarlyActivationMilliseconds = early_activation;
Size = new Vector2(default_size);
@ -215,8 +215,9 @@ namespace osu.Game.Screens.Menu
[BackgroundDependencyLoader]
private void load(TextureStore textures, AudioManager audio)
{
sampleClick = audio.Sample.Get(@"Menu/menuhit");
sampleClick = audio.Sample.Get(@"Menu/select-2");
sampleBeat = audio.Sample.Get(@"Menu/heartbeat");
logo.Texture = textures.Get(@"Menu/logo");
ripple.Texture = textures.Get(@"Menu/logo");
}
@ -236,10 +237,13 @@ namespace osu.Game.Screens.Menu
if (beatIndex < 0) return;
if (Hovering)
sampleBeat.Play();
{
using (BeginDelayedSequence(early_activation))
Schedule(() => sampleBeat.Play());
}
logoBeatContainer.ScaleTo(1 - 0.02f * amplitudeAdjust, beat_in_time, EasingTypes.Out);
using (logoBeatContainer.BeginDelayedSequence(beat_in_time))
logoBeatContainer.ScaleTo(1 - 0.02f * amplitudeAdjust, early_activation, EasingTypes.Out);
using (logoBeatContainer.BeginDelayedSequence(early_activation))
logoBeatContainer.ScaleTo(1, beatLength * 2, EasingTypes.OutQuint);
ripple.ClearTransforms();
@ -255,11 +259,11 @@ namespace osu.Game.Screens.Menu
flashLayer.ClearTransforms();
visualizer.ClearTransforms();
flashLayer.FadeTo(0.2f * amplitudeAdjust, beat_in_time, EasingTypes.Out);
visualizer.FadeTo(0.9f * amplitudeAdjust, beat_in_time, EasingTypes.Out);
using (flashLayer.BeginDelayedSequence(beat_in_time))
flashLayer.FadeTo(0.2f * amplitudeAdjust, early_activation, EasingTypes.Out);
visualizer.FadeTo(0.9f * amplitudeAdjust, early_activation, EasingTypes.Out);
using (flashLayer.BeginDelayedSequence(early_activation))
flashLayer.FadeOut(beatLength);
using (visualizer.BeginDelayedSequence(beat_in_time))
using (visualizer.BeginDelayedSequence(early_activation))
visualizer.FadeTo(0.5f, beatLength);
}
}