Make transition logic a bit more sane.

This commit is contained in:
Dean Herbert
2017-03-16 21:26:03 +09:00
parent 110bdbd0c1
commit 84b080a060

View File

@ -8,6 +8,7 @@ using osu.Framework.Extensions;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Primitives; using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Transforms;
using osu.Framework.Graphics.UserInterface; using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input; using osu.Framework.Input;
using osu.Game.Graphics.Sprites; using osu.Game.Graphics.Sprites;
@ -54,16 +55,18 @@ namespace osu.Game.Graphics.UserInterface
} }
} }
private const float transition_length = 500;
private void fadeActive() private void fadeActive()
{ {
box.FadeIn(300); box.FadeIn(transition_length, EasingTypes.OutQuint);
text.FadeColour(Color4.White, 300); text.FadeColour(Color4.White, transition_length, EasingTypes.OutQuint);
} }
private void fadeInactive() private void fadeInactive()
{ {
box.FadeOut(300); box.FadeOut(transition_length, EasingTypes.OutQuint);
text.FadeColour(AccentColour, 300); text.FadeColour(AccentColour, transition_length, EasingTypes.OutQuint);
} }
protected override bool OnHover(InputState state) protected override bool OnHover(InputState state)